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Forum Index > SC2 Maps & Custom Games
Post a Reply
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
Last Edited: 2012-09-15 03:27:01
September 13 2012 00:52 GMT
#1
Current Version: 0.0.1
[image loading]

Old Versions:
+ Show Spoiler +

0.0.0:+ Show Spoiler +
[image loading]




Size: 144x144

Titleset: New Folsom

Changelog:
+ Show Spoiler +
0.0.1:
-Added 288 alarm lights and 2 security towers
-Brought thirds closer to natural.
-Made terrain more jagged in general.


Current Issues:
+ Show Spoiler +
-3rd might still be a bit far
???


Playtesting replays:
+ Show Spoiler +
None yet.
ModeratorI am still alive, somehow
TL+ Member
Praetorial
Profile Blog Joined May 2011
United States4241 Posts
September 13 2012 01:05 GMT
#2
You should put in those spinning light doodads and surround the bases with them(preferably red)

Then put red decals on the ground of the map to form warning signs.

Until then, the map doesn't deserve the name!
FOR GREAT JUSTICE! Bans for the ban gods!
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
September 13 2012 01:08 GMT
#3
I'm not sure which base is intended to be taken as the 3rd. The center base is the closest, but its distance to the enemy could pose a problem for zergs. If you intended the corner base to be able to be taken as a 3rd, you should make it much easier to defend by removing entrances and narrowing those which remain.
vibeo gane,
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
Last Edited: 2012-09-13 01:21:03
September 13 2012 01:16 GMT
#4
On September 13 2012 10:05 Praetorial wrote:
You should put in those spinning light doodads and surround the bases with them(preferably red)

Then put red decals on the ground of the map to form warning signs.

Until then, the map doesn't deserve the name!


I am still terrible at aesthetics :D
Will try though!


On September 13 2012 10:08 -NegativeZero- wrote:
I'm not sure which base is intended to be taken as the 3rd. The center base is the closest, but its distance to the enemy could pose a problem for zergs. If you intended the corner base to be able to be taken as a 3rd, you should make it much easier to defend by removing entrances and narrowing those which remain.

I could just move the corner thirds closer.
ModeratorI am still alive, somehow
TL+ Member
freshnw
Profile Joined August 2012
United States26 Posts
September 13 2012 01:48 GMT
#5
I like the layout of this map, especially the small bases at the ends of the upper level. They provide a nice forward position. IMO the ramp space seems like a lot. Try making the large ramp near the main smaller. Possibly some of the other ramps too. I also agree with -NegativeZero-, the third needs to be easier to defend. Moving it closer seems logical.

I like the initial textures, they add a cage-like feel which is probably what you're going for. Also, add some aethetics!
Fatam
Profile Joined June 2012
1986 Posts
September 13 2012 07:00 GMT
#6
Map is fairly interesting. It goes from the 1 natural choke which is easy to defend, to being super open the rest of the way with all the rest of the bases being either somewhat vulnerable or very vulnerable.
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
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
September 15 2012 03:28 GMT
#7
Update.
Added 288 red alarm light doodads (can't place decals due to computer T_T) and 2 spinning towers.
Also moved third closer to the natural and made the terrain more jagged.
ModeratorI am still alive, somehow
TL+ Member
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