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Active: 1449 users

[M] (2) Rindou

Forum Index > SC2 Maps & Custom Games
Post a Reply
-Anomaly-
Profile Joined July 2011
Sweden11 Posts
Last Edited: 2012-05-11 14:10:58
May 10 2012 22:07 GMT
#1
[image loading]

Rindou v1.4
by: Anomaly
published on: EU

Size - 136x128
Players - 2
Expansions - 10 (8 mineral patches and 2 gases each)

Map overview
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The Pathing chokes
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Textures
Zhakul'Das Grass
Zhakul'Das Dark Rock
Zhakul'Das Bricks
Zhakul'Das Tiles
Agria Foliage
Ulaan Sand
Ulaan Dirt Cracked
Ulnar Rubble

Cliffs
Zhakul'Das Manmade Cliffs
Zhakul'Das Organic Cliffs


Hello guys!
This map originates from me having nothing to do at work. So I took a blank piece of paper and started sketching with a vague plan in my mind

I wanted to create a "clean" map with just a few ramps in the starting area and then avoid them as much as possible in the middle. So instead of using different levels to create los and chokes and stuff, I first painted out unpathable areas and then used doodas to fill them in.
My goal was to create an aerie, foresty feeling. I was kind of inspired by how DotA maps are built with forest for los.

The light settings are tuned towards nighttime... or atleast that was my goal as I wanted to get the feeling of stillnes in my "aerie forest" I have never used the lighting menu before so I just went at it, pulling and changing everything until I found out what some of them did. That being said. If you get eye cancer please tell me and I will try to fix it... not the "you having cancer" part but the lighting on the map

As the map is only 128 tall, one of my concerns are (as a friend pointed out) that it might be too short when you enter the later stages of the game. The thought is that you should expand in a counter clockwise direction until you have 4 bases and then start moving diagonally back towards, and past you main again. If you expand like so, I think it still might work. The last base will probably become a real hassle to secure and hold but it's not that often you get a hold of your fifth base. Look at Daybreak for example... that fifth is nigh impossible to get ^^'
But if it turns out that it is to short, I will change it and make it a little taller in the middle.

Analyser
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Neat pictures :D
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Thanks for reading and I hope that Rindou will bring you a fun game
Anomaly







ArcticRaven
Profile Joined August 2011
France1406 Posts
May 10 2012 22:33 GMT
#2
That's quite a neat first map o_________o i like the lowground fourth a lot, but other than that i can't speak because the map isn't readable enough, because of its texturing that confuses different cliff levels. Work again on your texturing - i think the map is worth it.

Also, if they aren't there, use chokes to help defend the lowground bases under the nat ramp - right now it's too tough to hold.

Good job !
[Govie] Wierd shit, on a 6 game AP winning streak with KOTL in the trench. I searched gandalf quotes and spammed them all game long, trenchwarfare247, whateva it takes!
PandaZerg
Profile Joined April 2012
Canada148 Posts
Last Edited: 2012-05-10 23:59:01
May 10 2012 23:56 GMT
#3
Nice map! I like it! Would like to try it on NA server!
You think to share it on NA?

Yeah, as told ArcticRaven, overview map is hard to read because of textures. But it look balanced and well thought at the first view.
-Anomaly-
Profile Joined July 2011
Sweden11 Posts
May 11 2012 14:18 GMT
#4
Thanks for the feedback and coments!
It is not my first map though, only the first time I tried to configure the lighting a little ^^

I added two more pictures in the thread with pathing layer turned on and a bit zoomed in so that it is easier to see how the chokes are built, because as you guys said, the overwiev is hard to read.

I don't know really how I should change the texture. I wanted some natural and abandoned feel to it so I thought it would only be natural if the grass for example started to grow out from the glades and onto the rock and tiles. But it might be better as you guys said to make the zones more clearer.
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