|
Seismic by Bionicrm
Published to: [NA] [EU] [KR] [SEA] Publishing key: + Show Spoiler +
Changelog: + Show Spoiler +v0.4 - Reduced map bounds. - Shrank the 3rd a bit. - Touched up some textures.
v0.3 - Started textures from scratch (but kept the same style as before). - Removed/added a few doodads. - Modified lighting (a tad darker and more saturated, but not too noticeable nor game changing). - Set the map image to only playable bounds, not the full map.
v0.2 - Added curtains to main base (prevents Stalkers from Blinking without a spotter).
v0.1 Release!
Screenshots: + Show Spoiler +Natural base: Puddle: Main base: Stream: Center: 5th Base: 4th Base: 3rd Base:
Concept The concept of this was a volcano in a forest and beach environment. Trees are burned where lava once was, and there is much vegetation and natural ground closer to the middle of the map.
Map Details: Players: 2 Playable Size: 144×144 XWT: 2 Bases: 10 Nat to Nat Time: ≈40 Seconds
Tileset:
FFE: + Show Spoiler +
|
Reminds me a lot of Korhal Compound, which is good.
But you can blink into the main without a spotter. Which is bad.
|
On April 21 2013 01:02 Syphon8 wrote: Reminds me a lot of Korhal Compound, which is good.
But you can blink into the main without a spotter. Which is bad. Should I add curtains in the low ground area?
|
On April 21 2013 01:12 Bionicrm wrote:Show nested quote +On April 21 2013 01:02 Syphon8 wrote: Reminds me a lot of Korhal Compound, which is good.
But you can blink into the main without a spotter. Which is bad. Should I add curtains in the low ground area? Add LoS blockers on the edge of the main. Problem solved.
Btw. The layout is solid enough, but the look of the map is so uniquely beautiful I literally had to do a double take. Very nice job.
|
amazing mixture of textures with a style that i enjoy alot. i dont think its necessary to add los blockers to prevent blink, not alot of maps out there where you can blink into the main without a spotter and i like it
|
On April 21 2013 02:22 KingCorwin wrote:amazing mixture of textures with a style that i enjoy alot. i dont think its necessary to add los blockers to prevent blink, not alot of maps out there where you can blink into the main without a spotter and i like it It doesn't matter if you like, it would make the match-up bad, no strategy should be the only one possible.
Really looks beautiful, although the layout is pretty standard.
|
This is almost a 1:1 copy of Korhal Compound.
|
On April 21 2013 02:43 Maladroit1 wrote: This is almost a 1:1 copy of Korhal Compound. I think the mid plays way different and the terrain is better.
|
Thank you for your compliments, guys. I've updated the map! Check out the "Changelog".
|
This map looks really amazing :O
I hope I get to use this map sometime =D
|
Published on more servers!
|
Does anything the textures are sloppy?
|
On April 23 2013 19:50 Bionicrm wrote: Does anything the textures are sloppy? The textures are very uniquely done. I kinda wish more maps used textures in a non-standard way.
|
The overall thematic use of different textures is quite good but IMO it is kind of blotchy and could be more detailed. Be careful using LOS blockers around the edge of the main to block blink-ins, I've done this before and there could be tiny holes that allow you to blink in if your not very careful about it. Its not really an option to allow blink ins into the main without a spotter as it will make blink rushes very strong not to mention that you'll be inviting siege tanks to hit production buildings.
|
On April 23 2013 22:29 TheFish7 wrote: The overall thematic use of different textures is quite good but IMO it is kind of blotchy and could be more detailed. Be careful using LOS blockers around the edge of the main to block blink-ins, I've done this before and there could be tiny holes that allow you to blink in if your not very careful about it. Its not really an option to allow blink ins into the main without a spotter as it will make blink rushes very strong not to mention that you'll be inviting siege tanks to hit production buildings. Oh, I was very careful. I had to add invisible LOS blockers on some of the edges. I tested the Blink Stalkers very much and didn't find any holes.
|
Really cool aesthetic concept. I can see the GSL intro vids now.
Need to tighten up the textures on the map itself though, some very rudimentary looking blends in some places.
Layout is nothing too special but I kind of like it. Maybe you can do something with the entrances to the 2/8 bases to spice it up a little? Also, have you considered adding another pair of bases in the lowground middle hugging the cliff next to the ramp? I think it would really improve the lategame.
Also, tighten up the map bounds. There's a LOT of air space behind the main bases.
|
On April 24 2013 04:57 EatThePath wrote:Really cool aesthetic concept. I can see the GSL intro vids now. Need to tighten up the textures on the map itself though, some very rudimentary looking blends in some places. Layout is nothing too special but I kind of like it. Maybe you can do something with the entrances to the 2/8 bases to spice it up a little? Also, have you considered adding another pair of bases in the lowground middle hugging the cliff next to the ramp? I think it would really improve the lategame. Also, tighten up the map bounds. There's a LOT of air space behind the main bases. What would you like to add for the entrances to the 2/8 bases? Also, if you look closely, there is a blue line around the main battlefield, which indicates the playable map bounds. I'm guessing you didn't see that because I would be reluctant to reduce the map bounds further.
I'm going to be (well, I have started already) remaking the textures completely without getting rid of the whole style.
Thanks for your feedback!
|
I've updated the map! Check out the "Changelog".
Also, to further respond to EatThePath, I don't think that there is much room for bases in the middle. Furthermore, I redid the textures. I thought they were a little sloppy from the beginning, so I see that a few of you agreed. I'm a little more satisfied now .
BTW: I uploaded this map to SC2Mapster.com and B.net. Is it worth my time to update it there all the time? I don't think those sites get as much attention as TL.
|
On April 24 2013 06:00 Bionicrm wrote:Show nested quote +On April 24 2013 04:57 EatThePath wrote:Really cool aesthetic concept. I can see the GSL intro vids now. Need to tighten up the textures on the map itself though, some very rudimentary looking blends in some places. Layout is nothing too special but I kind of like it. Maybe you can do something with the entrances to the 2/8 bases to spice it up a little? Also, have you considered adding another pair of bases in the lowground middle hugging the cliff next to the ramp? I think it would really improve the lategame. Also, tighten up the map bounds. There's a LOT of air space behind the main bases. What would you like to add for the entrances to the 2/8 bases? Also, if you look closely, there is a blue line around the main battlefield, which indicates the playable map bounds. I'm guessing you didn't see that because I would be reluctant to reduce the map bounds further. I'm going to be (well, I have started already) remaking the textures completely without getting rid of the whole style. Thanks for your feedback! Just ideas for your consideration.
Looking at it again, the 2/8 are fine, and you definitely couldn't fit in middle bases without wrenching things around or enlarging the map.
However, I was indeed referring to the blue line. That much airspace behind the main base is pretty brutal for drops / air play. You could easily pinch in the lowground 3rd and then bring the bounds in by 4 squares on each side, and you need to bring them in by at least that much.
|
man I know this scheme has been used before but your colors intrigue me, I very much like this map lol
though I am drunk.
it is very pleasing to the eye
I guess you could say it gives me mario kart 64 nostalgia for some unknown drunken reasoning
|
|
|
|