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Active: 1360 users

[M] (2) DF Outback

Forum Index > SC2 Maps & Custom Games
Post a Reply
eTcetRa
Profile Joined November 2010
Australia822 Posts
Last Edited: 2013-05-07 14:49:53
April 30 2013 07:22 GMT
#1
[image loading]



Overview

Officially uploaded to [SEA] [NA] [EU] [KR]

[image loading]

Officially uploaded to [SEA] [NA] [EU] [KR]



Map Details

                  Name DF Outback
                  Version 1.1 (01-05-2013)
                  Bounds 124x138
                  Bases 10 Normal Yield
                  Rush Distances 56 in-game seconds (CK is 58sec).



Eye Candy

+ Show Spoiler [Click for images] +

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]






Change Log


+ Show Spoiler [V 2.0 (01-05-2013)] +

GENERAL
Some minor texture refinement.
Some minor doodad refinement.
Added pathing blockers to various bound areas.
Added pathing blockers to various highground pods.

MAINS
Size increased.
Unbuildable rocks added.
Choke/ramp reoriented.

NATURAL
Slightly relocated.
Minerals reoriented.
Pathing blockers added to highground pods.

THIRD
Fixed pathing behind mineral lines (cliff walker only).
Retired Mapmaker™
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2013-04-30 07:34:45
April 30 2013 07:25 GMT
#2
Clearly Cloud Kingdom is 2 seconds better. And we all know that 2 [insert unit here] makes all the difference.
Also, looks like this with a gold base plopped into the middle for no reason.

badmap
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2013-04-30 07:47:43
April 30 2013 07:46 GMT
#3
Cute map. I like some of the features. Main seems a little on the small side but that might be me eyes playin' tricks.

btw an aussie making a map called outback? brb making Galaxy - 'Murica
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
eTcetRa
Profile Joined November 2010
Australia822 Posts
April 30 2013 08:04 GMT
#4
On April 30 2013 16:46 Fatam wrote:
brb making Galaxy - 'Murica


I'd vote for you.

Mains are a little small but it is manageable for a 2-base economy. If players are on three to four base economy they can get a job and move outta home!
Retired Mapmaker™
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 30 2013 08:33 GMT
#5
Small main, next door 3rd, chokepoints everywhere, easy center gold, cramped watchtower. Ugh.

This is like, I keep looking seeing promises that this map is gonna be good but my eyes circle around and can't find something they like. Like it's not horrible but I don't really like any of it except the center concept and the rocks at the natural leading sort of to another base. Those are cool but it needs better spacing and proportions. Or was all this intentional?
Comprehensive strategic intention: DNE
eTcetRa
Profile Joined November 2010
Australia822 Posts
April 30 2013 13:46 GMT
#6
On April 30 2013 17:33 EatThePath wrote:
Small main, next door 3rd, chokepoints everywhere, easy center gold, cramped watchtower. Ugh.

This is like, I keep looking seeing promises that this map is gonna be good but my eyes circle around and can't find something they like. Like it's not horrible but I don't really like any of it except the center concept and the rocks at the natural leading sort of to another base. Those are cool but it needs better spacing and proportions. Or was all this intentional?


Thanks for the feedback mate, I'll try and address it a bit and see what I can come up with.


I personally like small mains, but no one else seems to so I moved the natural across and increased the main size.

As a result of this there is less air space between the natural and the pathable area horizontal from it and that created a little warp-in position which I may keep or remove. On the one hand its very easy to spot and deny, on the other hand it could cause an absolute pain with blink. Picture for reference, thoughts?

[image loading]

The thirds I don't mind, there is a distinct level of open and choke, though at the moment it may lean towards being too open there. But that is an easy fix if that is the case. I'll have to mull it over.

As with the thirds I tried to create some extreme choked paths and some very open spaces. At the moment I think there is a decent balance between the two but in my internal test version I've opened up some of the areas even further to create a larger distinction between them.

I am contemplating removing the golds completely and turning it into a 10-base map. The map is certainly small enough for it and it changes the expansion pattern in a good way. Though I am not ready to make the change yet.

Originally there was no watch tower and it was just a split in the middle, my current test version has reverted back to that stage and it looks quite nice.

Thanks again. Will post an update soon.
Retired Mapmaker™
lorestarcraft
Profile Joined April 2011
United States1049 Posts
April 30 2013 15:36 GMT
#7
I agree with removing the gold bases. I think Z will just take it as a third a lot.
SC2 Mapmaker
eTcetRa
Profile Joined November 2010
Australia822 Posts
May 01 2013 12:10 GMT
#8
Some reasonable changes, hopefully for the better. Thoughts? <3

Version 1.1

[image loading]

Change log:

- GENERAL
- Some minor texture refinement.
- Some minor doodad refinement.
- Added pathing blockers to various bound areas.
- Added pathing blockers to various highground pods.

- MAINS
- Size increased.
- Unbuildable rocks added.
- Choke/ramp reoriented.

- NATURAL
- Slightly relocated.
- Minerals reoriented.
- Pathing blockers added to highground pods.

- THIRD
- Fixed pathing behind mineral lines (cliff walker only).
- Chokes adjusted.

- GOLD BASE
- Removed. Bye.

- FOURTH
- Path from middle widened slightly.

- MIDDLE
- Tower removed. Pathable are in it's place removed.
Retired Mapmaker™
Superouman
Profile Blog Joined August 2007
France2195 Posts
May 01 2013 16:52 GMT
#9
oh no you removed the middle tower
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
Fatam
Profile Joined June 2012
1986 Posts
May 01 2013 18:18 GMT
#10
dat superouman lurking

right around TLMC2 too hmMm
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
Gfire
Profile Joined March 2011
United States1699 Posts
May 02 2013 22:49 GMT
#11
How are you measuring distance? With what unit and from where? Those numbers are really weird to me.
all's fair in love and melodies
eTcetRa
Profile Joined November 2010
Australia822 Posts
May 03 2013 00:31 GMT
#12
On May 03 2013 07:49 Gfire wrote:
How are you measuring distance? With what unit and from where? Those numbers are really weird to me.


Plexa wrote:
Main to Main distance: (in game seconds using a worker from town hall to town hall)


Just following the TLMC format
Retired Mapmaker™
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