Published: NA
Bounds: 136x136
Expansions: 12 8m2g
Original
+ Show Spoiler +
![[image loading]](http://i.imgur.com/CbNHz.jpg)
Overview:
+ Show Spoiler +
Closeups:
+ Show Spoiler +
Thanks a lot to Gfire and everyone else involved in the creation of the ProAm.
Forum Index > SC2 Maps & Custom Games |
Aircooled
United States79 Posts
Published: NA Bounds: 136x136 Expansions: 12 8m2g Original + Show Spoiler + ![]() Overview: + Show Spoiler + Closeups: + Show Spoiler + Thanks a lot to Gfire and everyone else involved in the creation of the ProAm. | ||
Coppermantis
United States845 Posts
| ||
Gfire
United States1699 Posts
On August 04 2012 14:29 Coppermantis wrote: The out-of-map detail is gorgeous :D Totally done by Aircooled, btw. I didn't do any of the doodads, he get's full credit. | ||
IronManSC
United States2119 Posts
| ||
PineapplePizza
United States749 Posts
Eerie black void http://imgur.com/kB6b4 Shroud is revealed http://imgur.com/Ak2Yx Normal revealed fog of war http://imgur.com/Oto6o I guess you need to replace the shroud with normal fog of war or something, dunno. The top spawn's mineral line doesn't look right. It's not exactly a mirror of the bottom's mineral line, and the left geyser is further away from the base than it should be. Also, do you intend for bridges to be built on? | ||
Coppermantis
United States845 Posts
On August 04 2012 15:04 Gfire wrote: You know, I don't think there are any oak trees on there, either. Totally done by Aircooled, btw. I didn't do any of the doodads, he get's full credit. Well then Aircooled is an Artist. I would love to play this on ladder for the looks alone. | ||
Yonnua
United Kingdom2331 Posts
On August 04 2012 16:09 Ooshmagoosh wrote: There's an issue with the shroud surrounding the edges of the map: Looks like he needs to increase map bounds beyond the playable bounds. | ||
Gfire
United States1699 Posts
On August 04 2012 16:09 Ooshmagoosh wrote: There's an issue with the shroud surrounding the edges of the map: Eerie black void http://imgur.com/kB6b4 Shroud is revealed http://imgur.com/Ak2Yx Normal revealed fog of war http://imgur.com/Oto6o I guess you need to replace the shroud with normal fog of war or something, dunno. The top spawn's mineral line doesn't look right. It's not exactly a mirror of the bottom's mineral line, and the left geyser is further away from the base than it should be. Also, do you intend for bridges to be built on? I think this is a bug related to patch 1.5 and not the map. It also happened on Ohana in a game during ASUS ROG I saw. You're right about the mineral line, though. | ||
ScorpSCII
Denmark499 Posts
| ||
Gfire
United States1699 Posts
On August 04 2012 22:13 ScorpSCII wrote: Gfire, you really do like bridges, dont you? Bridges are perpendicular to the adjacent terrain so they, being rectangular, can make the most effective choke points. The most extreme choke with the most open space to either side. If you have low ground on both sides of it, it becomes a bridge. It's not like I just threw them in cause I think bridges are cool looking. The chokes were already there, I just made them more extreme to make the map more positional. On the other hand, one could always use high ground to one side so it's not a bridge, and also create an overlord spot. Ramps can also be used for these chokes, but I didn't really move any whole sections up or down cliff levels for this map. And you can't use Gauntlet as an example cause all those bridges were there in the original, too. | ||
OxyGenesis
United Kingdom281 Posts
| ||
EatThePath
United States3943 Posts
On August 04 2012 23:56 OxyGenesis wrote: Very cool map, I love the changes you've made, i.e stuck with the same layout but refined everything. I think this map will make for very interesting positional games. Yep, great work guys! Pleasure to look at how the concepts in the original shine through in a stronger way in the new tuned up version. This map has so many cool little "new" ideas. ^^ | ||
Semmo
Korea (South)627 Posts
| ||
EatThePath
United States3943 Posts
| ||
Gfire
United States1699 Posts
On August 05 2012 00:56 kim9067 wrote: I don't like what you did with third. There is a "choice" of thirds, but the two thirds really have not that much difference. Imo, each third should have its own advantages and disadvantages. They aren't drastically different in advantages and disadvantages, both having the same number of choke points, but which each player takes will have a huge impact on the game, and totally change the way it plays out. Sort of like the way different spawn locations on a 4p map might change the gameplay, just due to relative locations on the map. This was one of my favorite things about this map. I see what you mean, though. Some more obvious and visual differences to invoke a different emotional response from the two thirds would be nice. Right now it feels like a player will just think about it until they come to a conclusion of which is better. Ideally, they would be equal in strength but obviously different in gameplay, so that you can pick which one you want based on some irrational feeling or stylistic preference. You have to make the decision between thirds feel important, without there being only one correct answer. It's a difficult thing to do, and I'm not sure it was really successful here. I think the difference between the thirds doesn't really come into play until it comes to taking a fourth. Which four bases you have is quite important, and taking the right third sets you up for that. Unfortunately that requires a lot of thinking ahead so it isn't as apparent. | ||
Semmo
Korea (South)627 Posts
What will probably happen is the player will take the either third, and take the other third as a fourth. So it really doesn't change much, which I am not happy with. This is a different than a 4 player map, as this map has clear bases for either players. The way expansions feel quite awkward as well. But go for it with changing the appearance of the thirds - it'll look nice. | ||
Gfire
United States1699 Posts
I feel like adding a little path wrapping around the platforms where the watchtowers are would be a good thing to consider. Something connected to that third base (near the minerals) and going over to the other side of the platform. This would do the trick I think. Edit: I believe there's a missing cliff gap filler at the northwest corner of the southeast main. | ||
Aircooled
United States79 Posts
On August 04 2012 16:09 Ooshmagoosh wrote: The top spawn's mineral line doesn't look right. It's not exactly a mirror of the bottom's mineral line, and the left geyser is further away from the base than it should be. Fuck me I must have been distracted with the doodads or something can't believe I didn't see that. | ||
| ||
![]() StarCraft 2 StarCraft: Brood War Sea Dota 2![]() actioN ![]() Larva ![]() Nal_rA ![]() firebathero ![]() Hyun ![]() Leta ![]() Shinee ![]() sorry ![]() Killer ![]() [ Show more ] League of Legends Counter-Strike Heroes of the Storm Other Games Organizations Other Games StarCraft 2 StarCraft: Brood War StarCraft 2 StarCraft: Brood War
StarCraft 2 • LUISG StarCraft: Brood War![]() • Adnapsc2 ![]() • AfreecaTV YouTube • intothetv ![]() • Kozan • IndyKCrew ![]() • LaughNgamezSOOP • Laughngamez YouTube • Migwel ![]() • sooper7s League of Legends |
WardiTV Invitational
herO vs ByuN
TBD vs Zoun
Classic vs GuMiho
TBD vs Cure
SHIN vs ShoWTimE
SKillous vs Bunny
Epic.LAN
[BSL 2025] Weekly
Replay Cast
Sparkling Tuna Cup
WardiTV Invitational
Replay Cast
Clem vs Zoun
Replay Cast
SOOP
SKillous vs Spirit
Tenacious Turtle Tussle
[ Show More ] The PondCast
Replay Cast
Korean StarCraft League
|
|