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[M] (2) Oakshire

Forum Index > SC2 Maps & Custom Games
Post a Reply
Aircooled
Profile Joined July 2012
United States79 Posts
August 04 2012 05:23 GMT
#1
After the last two weeks and quite a few iterations, Gfire and I have come up with Oakshire (better brewery than Laurelwood in Eugene, Oregon and a better fitting name).

Published: NA
Bounds: 136x136
Expansions: 12 8m2g

Original
+ Show Spoiler +
[image loading]


Overview:
+ Show Spoiler +
[image loading]


Closeups:
+ Show Spoiler +

[image loading]
[image loading]
[image loading]


Thanks a lot to Gfire and everyone else involved in the creation of the ProAm.
Coppermantis
Profile Joined June 2012
United States845 Posts
August 04 2012 05:29 GMT
#2
The out-of-map detail is gorgeous :D
Gfire
Profile Joined March 2011
United States1699 Posts
August 04 2012 06:04 GMT
#3
You know, I don't think there are any oak trees on there, either.

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.
all's fair in love and melodies
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
August 04 2012 06:12 GMT
#4
The border aesthetics are so original, yet surprisingly... beautiful. The architexture, the rock and tree placements... the water transitions... makes someone like me think about how much time I actually spend on aesthetics and try to make them look too perfect ;/ less is more.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
PineapplePizza
Profile Joined June 2010
United States749 Posts
Last Edited: 2012-08-04 07:22:44
August 04 2012 07:09 GMT
#5
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?



"There should be no tying a sharp, hard object to your cock like it has a mechanical arm and hitting it with the object or using your cockring to crack the egg. No cyborg penises allowed. 100% flesh only." - semioldguy
Coppermantis
Profile Joined June 2012
United States845 Posts
August 04 2012 07:15 GMT
#6
On August 04 2012 15:04 Gfire wrote:
You know, I don't think there are any oak trees on there, either.

Show nested quote +
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.



Well then Aircooled is an Artist. I would love to play this on ladder for the looks alone.
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
August 04 2012 08:19 GMT
#7
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.
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
Gfire
Profile Joined March 2011
United States1699 Posts
August 04 2012 12:37 GMT
#8
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.
all's fair in love and melodies
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
August 04 2012 13:13 GMT
#9
Gfire, you really do like bridges, dont you?
Mapmaker | Author of Atlas, Rao Mesa & Paralda
Gfire
Profile Joined March 2011
United States1699 Posts
August 04 2012 13:41 GMT
#10
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.
all's fair in love and melodies
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
August 04 2012 14:56 GMT
#11
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.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
August 04 2012 15:49 GMT
#12
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. ^^
Comprehensive strategic intention: DNE
Semmo
Profile Joined June 2011
Korea (South)627 Posts
August 04 2012 15:56 GMT
#13
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.
Mapmaker of Frost, Fruitland and Bridgehead
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
August 04 2012 16:10 GMT
#14
The 3rd in the corner has a tower protecting its flank, it's away from the opponent, and it's a not quite as open. I think it'll be the choice 99% of the time. The other option takes you into a completely different positional phase of the game, and leads into the lategame bases very naturally but not automatically.
Comprehensive strategic intention: DNE
Gfire
Profile Joined March 2011
United States1699 Posts
August 04 2012 16:15 GMT
#15
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.
all's fair in love and melodies
Semmo
Profile Joined June 2011
Korea (South)627 Posts
August 04 2012 16:22 GMT
#16
@Gfire: Actually, the choice in thirds doesn't make that much of a difference, that's why I said it in the first place.
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.
Mapmaker of Frost, Fruitland and Bridgehead
Gfire
Profile Joined March 2011
United States1699 Posts
Last Edited: 2012-08-04 16:42:50
August 04 2012 16:37 GMT
#17
I'm not talking about aesthetics. I mean layout differences which are obvious enough you can see them at first glance and pick a third based on them.

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.
all's fair in love and melodies
Aircooled
Profile Joined July 2012
United States79 Posts
August 04 2012 21:27 GMT
#18
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.
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