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[M] (2) Princess Caverns

Forum Index > SC2 Maps & Custom Games
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Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-10-01 23:55:22
August 06 2012 09:12 GMT
#1
(this got heavily changed and had its name changed to Yog's Winter, the "Princess Caverns" map is no longer uploaded. Yog's has its own thread.)

Princess Caverns
by Fatam
version 0.5 [NA]

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Aesthetics:
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Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
Semmo
Profile Joined June 2011
Korea (South)627 Posts
Last Edited: 2012-08-06 09:16:50
August 06 2012 09:15 GMT
#2
One thing: if you have your nat opening as flat ground, it's generally good idea to have part of the main perturbing out so you can defend better. This map isn't like that, the main is far away from the natural entrance, and it's flat ground - Your choice, but a good idea to so defender has some advantage ( since flat ground doesn't give any advantage for defender )

Also map is way too big, imo. No need for this size.
pleasant aesthetics though. Good luck with it!
Mapmaker of Frost, Fruitland and Bridgehead
Aunvilgod
Profile Joined December 2011
2653 Posts
August 06 2012 13:11 GMT
#3
I like your approach on the aesthetics. Different. You should add diversity to the ground textures though, I recommend New Folsom Sand or Shakuras Sand. Or any other red/blue textures.

The name really sucks.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-08-07 02:47:34
August 07 2012 02:46 GMT
#4
Hey guys Thanks for the help.

Aunvil - I was wrestling with the ground textures - if you ctrl+shift+c and look at how it looks in the game, they look pretty solid, even good at some points, but when you view the map zoomed out they look pretty plain. I think I'll just re-do them completely so they look good both ways. Maybe big bold strokes > meticulous/subtle stuff in this case. I'll take a look at the textures you suggested.
@ the name HARSH BRO lol, I'll try to think of something cooler.

Semmo - Is it really that necessary to have the main jut out if you don't have a nat ramp?
On this map the concave for the defender is slightly bigger at the nat choke, that is some advantage, right? Not to mention the defender always has defender's advantage.

@ the map size - I kind of agree, and was thinking that as I was finishing the first draft of the map, but figured I'd see what people thought. Since I am redo'ing the terrain texturing I can condense the map at the same time.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
FlaShFTW
Profile Blog Joined February 2010
United States10354 Posts
August 07 2012 04:12 GMT
#5
daybreak imo.

not bad of a map, its a bit boring though with just the flat land everywhere.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
MrF
Profile Joined October 2011
United States320 Posts
August 07 2012 04:42 GMT
#6
i dont see daybreak really aside from the 3 bases being kinda similar but how many different ways can you set up 3 bases...
seriously tho awesome looking map i feel like it has some structural flaws tho, the high ground in the middle with basses around is a little too much like what everyone hated about antiga and the natural with no high ground AND a second path to attack ( albiet from low ground ) is too hard to defend. I may be too harsh tho ill have to try it out, it actually looks really cool and has some interesting features.
HunterXHunter is awesome
Veloh15
Profile Joined January 2012
United States161 Posts
August 07 2012 14:36 GMT
#7
Personally I would like to see the cliffs with a more rocky feel. What I mean is that you should use a rocky texture around the edges. To make it clearer to the eye where the cliffs are. I agree it looks like Daybreak, with a slightly more Ohana-ish 3rd. Not sure how useful the xel naga watchtower.
Insomni7
Profile Joined June 2011
667 Posts
August 07 2012 16:37 GMT
#8
There is a slight resemblance to daybreak but many of the features which really define daybreak aren't here. In truth this map will play out very differently from the looks of it. The bases close to the center are very interesting as you will not gain direct access to them just from controlling the high ground a la antiga, though you could certainly deny your opponent possession. Overall I like the map and I feel it will play fairly uniquely.
Never Forget.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
August 08 2012 01:47 GMT
#9
I love the name, don't change it! more to come
Comprehensive strategic intention: DNE
Fatam
Profile Joined June 2012
1986 Posts
August 09 2012 00:57 GMT
#10
I've been wrestling with this off and on when I've had time the last couple days, the same design is very difficult (impossible?) to pull off once you reduce the map size. This may end up being so different that I just make a new thread when it's done and delete this one but we'll see.

Apparently everyone hates the idea of a natural that isn't highground -and- has a rock ramp entrance so I may change that. I was thinking about reversing it - having the rocks on the same-level entrance and the unblocked entrance being a ramp down. But maybe I should just stop trying to make an interesting natural and instead try to innovate on some other part of the map. lol. Anyway thanks for the replies, I'll try to come up with a non-dud of a map.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
Semmo
Profile Joined June 2011
Korea (South)627 Posts
August 09 2012 06:30 GMT
#11
On August 09 2012 09:57 Fatam wrote:
I've been wrestling with this off and on when I've had time the last couple days, the same design is very difficult (impossible?) to pull off once you reduce the map size. This may end up being so different that I just make a new thread when it's done and delete this one but we'll see.

Apparently everyone hates the idea of a natural that isn't highground -and- has a rock ramp entrance so I may change that. I was thinking about reversing it - having the rocks on the same-level entrance and the unblocked entrance being a ramp down. But maybe I should just stop trying to make an interesting natural and instead try to innovate on some other part of the map. lol. Anyway thanks for the replies, I'll try to come up with a non-dud of a map.

Thats not true, it's just that it should have something that gives a defender's advantage.
Mapmaker of Frost, Fruitland and Bridgehead
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