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[M][2] Psionic Citadel

Forum Index > SC2 Maps & Custom Games
Post a Reply
Coppermantis
Profile Joined June 2012
United States845 Posts
Last Edited: 2012-09-09 03:20:18
September 08 2012 03:46 GMT
#1
[image loading]
Psionic Citadel v1.0
Made By Coppermantis
Published on [NA] (Arcade)

The Psionic Citadel, as it is called, is a Dominion training facility for Ghost and Spectre operatives as well as advanced tactical weapons. Ghosts, Spectres and Weapon operators are housed in the barrack towers that dot the nearby landscape. In the program's early stages these trainees were in integrated housing, but fights that broke out between Ghosts, Spectres and Operators (which often ended disastrously) forced the three groups to be housed separately.


Overview:
+ Show Spoiler +
[image loading]


Angled Overview:
+ Show Spoiler +
[image loading]


Detail:
+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


General Information:
Playable Area: 140x140

Textures: -Tarsonis Rubble
-Avernus Dirt
-Braxis Alpha Metal Detail
-Castanar Panels
-Castanar Mesh
-Tyrador Marble Tiles
-Meinhoff Panels
-Agria Concrete

Lighting: Used iGrok's Graphic Urban as a base then made modifications, primarily some lightening for better visibility,

1 XWT in the center

Additional Notes:

Thanks to RFDaemonaic, monitor, and Samro225am for feedback on the WIP Map Thread

My entry for MotM september

Changelist:
1.0: First Release
1.1: Slight increase in light value
Terrain Deformation bug fixed
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-09-08 06:56:37
September 08 2012 06:55 GMT
#2
[image loading]

Just kidding I think from the overview it looks too dark but then you see the close-ups and it is fine/playable, and looks good while at it.

Balance-wise I don't think it has any major issues. I don't know the rush distance but it looks like a very solid macro map to me. I think if any balance issues popped up they would probably end up having to do with the fact that it's maybe a tad on the turtley/split map side (possibly due to the ramps all being 2 or 3 FF only, and all attack routes go UP a ramp). But nitpicking aside it's obviously a really solid map, gj.
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
Coppermantis
Profile Joined June 2012
United States845 Posts
September 08 2012 16:55 GMT
#3
Yeah, the Data>Export Map Image function turned out with different lighting than the actual map.

Also, there is currently a strange bug which causes terrain deformation whenever a building is placed, I am looking into fixing it.

Coppermantis
Profile Joined June 2012
United States845 Posts
September 09 2012 03:19 GMT
#4
I have made a small update that should have fixed the terrain deformation error.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
September 09 2012 03:29 GMT
#5
Decent design, certain aspects such as the closeness of the minerals to the cliff edges makes it a bit awkward but the design is quite respectable. :D
ModeratorI am still alive, somehow
TL+ Member
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