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[M] [2] Amber Sun

Forum Index > SC2 Maps & Custom Games
Post a Reply
IeZaeL
Profile Joined July 2012
Italy991 Posts
April 29 2013 17:25 GMT
#1
Amber Sun


Map created by: IeZaeL
Version 1.0
Uploaded to: [EU] - [NA] only - for now


An ancient protoss temple. Now some plants grew here , covering the entire area.

[image loading]

(Sorry for the bad image quality , fog to saturated )

This is basically the same concept i made for Pirite , i just changed the centre and some base locations. Now i really think this is a decent map.
Map Info:
Size: 150x140
Base Number : 14
Xel Naga : 2
Lighting :Starship
Textures used :

  • Zerus Grass
  • Aiur Small Bricks
  • Haven Grass Rocky
  • Bel'Shir Grass Light
  • Zerus Dirt
  • Phaeton Dirt Dark
  • Phaeton Dunes
  • Phaeton Sand Light


Aesthetics:

+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

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[image loading]


Feel free to ask for anything !

Gl & Hf !!
Author of Coda and Eastwatch.
eTcetRa
Profile Joined November 2010
Australia822 Posts
April 29 2013 17:27 GMT
#2
Still a very large map, though the base layout necessitates it.
Retired Mapmaker™
Monkeybacon
Profile Joined March 2011
Canada26 Posts
April 29 2013 19:40 GMT
#3
It's Beautiful :'} I love the textures
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 29 2013 22:13 GMT
#4
The main base is too small. Push it back into the corner to create more space.

The route into the natural is quite narrow. This will be a real pain for zergs trying to fight against forcefields, mines, tanks, colossus. I recommend clear out the plant doodads against the main and widen the path up to the main cliff there, and/or widen the ramps to make it more open.

The little wiggly holes in the ground in front of some of the lowground bases, I don't think those are required. The layout already has a lot of chokepoints and narrow places. If anything, get rid of those and replace them with thinner/smaller doodad obstructions. (You can paint the no-pathing in by hand to be precise and use doodads with footprint turned off just for a visual indicator.) Even just LosB instead would be fine. This map doesn't have any wide open areas at the moment.

The towers are very defensive. Since that 3rd base is already relatively easy, I'm not sure it's good to have a tower right in front of it. This map would definitely be just fine with no towers.

Other than those nitpicks, this is an interesting map with a good layout concept. Have you thought about gold bases in the center?
Comprehensive strategic intention: DNE
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