|
![[image loading]](http://i.imgur.com/ejBSe.jpg)
Introduction/Inspiration: I made a Niflheim map! I felt after quite a few experiments that I'd done as much snow texturing as you can do without Niflheim, so I decided to finally give it a shot, and since it's my first time actually touching a legitimate snow tileset I wanted to make sure I got it right. The name is a nod to Devil May Cry 3, perhaps my favorite hack-n-slash game.
As for the layout, I wanted the first 3 bases to be something standard, that players of all styles can appreciate and use normally. The options for a 4th however are a bit more polarized. You from there expand either into a corner or into the center, and from there you can expand pretty much anywhere, so this is very much so a map that gets more dynamic as a game progresses. The Xel'Naga tower placement seems simple, but it works. It's simple, yet powerful, but there is also a clear path to take if you want to avoid it.
Recent changes mostly concern the two expansions in either corner, which now have only one entrance each. The intent here is to make air-based harassment more appealing in the late-game. The side entrance to the 3rd also has a more defined choke than before, so flanks and unit splitting in general should fare better than a single clump of units. Also, the center base has had a bit of a haircut. 
Aesthetics and Close-Ups: + Show Spoiler +
The original version of this map really only made use of 7 textures, so with this revision I've changed things a bit. Now there's an extra, recolored, version of Niflheim cracked ice, so this tileset has a unique cracked snow texture now.
Also, yes, the overview looks very bright, but this is a problem with the editor rendering fog. As the close-up pictures show, it's nothing that would strain the eyes.
Textures - Niflheim/Zhakul'Das/Custom
Lighting: Custom
Data (Gameplay): Playable Bounds: 138x142 Nat - Nat Walk Distance ~ 145 Expansion Count: 8 normal, 2 three-quarter Xel'Naga Towers: 1
There have been a lot of things happening to this map, and during the ProAm MOTM, not all the changes were good. With this, I've tried to keep the good changes, and revert the bad, whilst working to add an even more interesting impression and gameplay to the map.
|
Wow, I can't comment on gameplay but it's a gorgeous map.
|
Lack of a third circle decal at an Expo is making me think it's a (3) rather than (2).
Just one suggestion or rather an idea I'll throw out there. Would it be possible to add a ramp w/ rocks leading to the natural - say in the dead center of the crystals at the 10/11 nat. and likewise with the other nat?
Something like this would add a clear way for players to force their way into their opponents nat if they had an strong army advantage but couldn't break the nat's choke due to colossi/siege tanks. This could also lead to various run-bye opportunities and even give players more direct army reinforcements in some cases.
|
I won't pretend to be an expert on game play, but the aesthetics are beautiful.
|
such as others cant say anything about the game play but i agree with Fishriot the aesthetics are great, i love the windswept look of it.
|
pretty nice. Looks quite balanced and reminds me of Cloud Kingdom.
|
Possible aesthetic update/bump!
I'm considering doing something like:
![[image loading]](http://i.imgur.com/LwHZf.jpg)
to the entire map, thanks to Namrufus's thread here - http://www.teamliquid.net/forum/viewmessage.php?topic_id=351944
I have 2 concerns though - 1, the entire low ground aesthetic was done without any form of water/lava, and so I'd have to redo quite a bit of it, which is no biggie and certainly doesn't affect you guys. 2, I feel the aesthetic will be too much like porn at that stage. You guys let me know what you think. Oh, and I'm considering lopping off the "plateau" from the name, just leaving Cerberus. Lemme know how that rings too.
|
I LOVE the watch towers just outside the thirds. That's genius. You're basically giving each player a point to defend which they will need to use because of the multiple entrances the tower covers - especially since one of those ramps leads to the fourth. I'm not an expert at gameplay either, so I may be just being dumb, but I love that idea.
|
I think it would be a nightmare playing against a blinkobs player in PvP on this map, such a long distance from the nat ramp to the far left of your main. The map is gorgeous though, I'll have to check it out on bnet!
|
On July 11 2012 15:07 hoby2000 wrote: I LOVE the watch towers just outside the thirds. That's genius. You're basically giving each player a point to defend which they will need to use because of the multiple entrances the tower covers - especially since one of those ramps leads to the fourth. I'm not an expert at gameplay either, so I may be just being dumb, but I love that idea.
Those aren't watch towers, the only watch tower is dead center in the map.
On July 11 2012 14:16 NewSunshine wrote:Possible aesthetic update/bump! I'm considering doing something like: ![[image loading]](http://i.imgur.com/LwHZf.jpg) to the entire map, thanks to Namrufus's thread here - http://www.teamliquid.net/forum/viewmessage.php?topic_id=351944I have 2 concerns though - 1, the entire low ground aesthetic was done without any form of water/lava, and so I'd have to redo quite a bit of it, which is no biggie and certainly doesn't affect you guys. 2, I feel the aesthetic will be too much like porn at that stage. You guys let me know what you think. Oh, and I'm considering lopping off the "plateau" from the name, just leaving Cerberus. Lemme know how that rings too. 
I'm okay with this =). Since you're considering re-naming the map how about "Chrysalis Pass". Just a random name I came up with.
|
Or cerberus Pass, that would be sick ^^
the aesthetics are AMAZING. Also, I really love the middle of the map, the openness and counter attack paths are awesome, I love the different attack paths to expoes, it reminds me of a few old amazing Brood war maps. PLEASE get this used in tourneys
|
Looks really nice, only issue is that I think you should narrow the path to the 3rd from which the enemy can attack so that it could be walled in PvZ or TvZ for example to prevent runbys since it could be a bit hard to defend the 3rd from zerg like that.
|
On July 11 2012 15:07 hoby2000 wrote: I LOVE the watch towers just outside the thirds. That's genius. You're basically giving each player a point to defend which they will need to use because of the multiple entrances the tower covers - especially since one of those ramps leads to the fourth. I'm not an expert at gameplay either, so I may be just being dumb, but I love that idea. Sorry to disappoint you  Those aren't watchtowers. Oddly enough though, you're not the first to make that mistake. One of them is a statue, the other is an ice crystal coming up through the ground. I figured it looked better than a simple cliff.
|
On July 12 2012 01:12 NewSunshine wrote:Show nested quote +On July 11 2012 15:07 hoby2000 wrote: I LOVE the watch towers just outside the thirds. That's genius. You're basically giving each player a point to defend which they will need to use because of the multiple entrances the tower covers - especially since one of those ramps leads to the fourth. I'm not an expert at gameplay either, so I may be just being dumb, but I love that idea. Sorry to disappoint you  Those aren't watchtowers. Oddly enough though, you're not the first to make that mistake. One of them is a statue, the other is an ice crystal coming up through the ground. I figured it looked better than a simple cliff.
NOOOOOOOOOOOO. I really think you should make them watch towers. I'm not usually an advocate of such a thing, but I think they would be perfect. Hell, take out the middle watch tower, and replace those statue things with watch towers.
|
United States10141 Posts
low ground expos near the middle, imo should be half bases. maybe HY gas. but since they are so close to your third and natural, half bases would be appropriate here or else terran just PF there and it cant be touched.
overall this map is amazing. absolutely gorgeous. and amazing base layout. real winner.
|
On July 12 2012 01:18 FlaShFTW wrote: low ground expos near the middle, imo should be half bases. maybe HY gas. but since they are so close to your third and natural, half bases would be appropriate here or else terran just PF there and it cant be touched.
overall this map is amazing. absolutely gorgeous. and amazing base layout. real winner. tyty 
As for the middle though, I find it'll be like the 4th on Cloud Kingdom, where even if it's a PF the opponent can just swing up to the high ground and shoot down workers from there. The Terran's position, in order to hold the 3rd and 4th like that, will have to be on top of the high ground, near the 3rd base, so I don't think it being in the center is actually all that dangerous.
|
Russian Federation4295 Posts
Cerberus reminds me about Cerberus from Mass Effect. Isn't it really better to rename it to something, like "Chrysalis Pass", like someone said above, or "Braxis Plateau"
|
On July 12 2012 03:01 Existor wrote: Cerberus reminds me about Cerberus from Mass Effect. Isn't it really better to rename it to something, like "Chrysalis Pass", like someone said above, or "Braxis Plateau" No. :p
|
This map is absolutely beautiful. Well done, I do love me a good snow map:D
|
uhhh... post got lost in space... :/
And also, if there's any mod out there kind enough to do so, might this thread be renamed to "[M] (2) Cerberus"?
|
|
|
|