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Havens Lagoon RE
Published on NA
By TImetwister22
V 1.0
Concept and Thoughts
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I've had the itch to remake Havens Lagoon for quite a while. Being a TLMC finalist, and quite possibly my most well known map, I couldn't help but think that it didn't really represent what I could do. The original was made when I hardly knew anything about the editor. As a result, things like proportions, cliff work, and the aesthetics were by no means anything breath taking. With that said, the RE version was made from an entirely clean slate, all in an effort to make the map the best that it could possibly be. The only things I kept from the original is the name, general layout, concept, and lighting.
The overall concept of the increasing high ground is the same as the original.
The overall concept of the increasing high ground is the same as the original.
Changes
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I've redone pretty much everything when it comes to proportions. The mains were rearranged to make for less airspace, the rush distances were slightly increased, and the over all flow of the map was made smoother.
Keep in mind my over all goal for the map was to make the original the best it could be, not make a better map with the same concept. Thus, the layout is nearly identical with a few minor changes.
Layout changes include:
-Rocks on the ramp in front of the forward fourth.
-Distance between natural and third was decrease ever so slightly.
-Natural was rearranged to better suit a ramp to nexus wall for FFE.
-Mains are larger.
-Less air space.
-The base at 9 was changed from high yield to normal minerals, and was lowered a level.
-The middle on the third level had to be redone as a result of stretching the map out a bit.
-General proportions with choke sizes and open areas have improved.
-Better aesthetics!
Of course, if you feel any other changes are necessary that don't entirely rearrange the layout, such as changing the natural to have a single choke, feel free to suggest them.
Keep in mind my over all goal for the map was to make the original the best it could be, not make a better map with the same concept. Thus, the layout is nearly identical with a few minor changes.
Layout changes include:
-Rocks on the ramp in front of the forward fourth.
-Distance between natural and third was decrease ever so slightly.
-Natural was rearranged to better suit a ramp to nexus wall for FFE.
-Mains are larger.
-Less air space.
-The base at 9 was changed from high yield to normal minerals, and was lowered a level.
-The middle on the third level had to be redone as a result of stretching the map out a bit.
-General proportions with choke sizes and open areas have improved.
-Better aesthetics!
Of course, if you feel any other changes are necessary that don't entirely rearrange the layout, such as changing the natural to have a single choke, feel free to suggest them.
Analyzer
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Playable: 134x138
Tileset
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Xil Dirt
Xil Sand
Meinhoff Sand Dunes
Bel'Shir Grass Light
Bel'Shire Grass Dark
Bel'Shir Dirt Dark
Haven Grass Rocky
Tyrado Rubble
Bel'Shir Organic Cliffs
Xil Sand
Meinhoff Sand Dunes
Bel'Shir Grass Light
Bel'Shire Grass Dark
Bel'Shir Dirt Dark
Haven Grass Rocky
Tyrado Rubble
Bel'Shir Organic Cliffs
Aesthetics
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Features
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-Ever increasing high ground
-Rewards players for taking the longer route
-Central Xel'naga tower that overlooks the low ground and first level high ground.
-Large air space between mains allows for good air play potential.
-Rewards players for taking the longer route
-Central Xel'naga tower that overlooks the low ground and first level high ground.
-Large air space between mains allows for good air play potential.
Change Log
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None yet.
As always, feedback is more than welcome

![[image loading]](http://i.imgur.com/0YnSh.png)