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[M] (4) Xelnaga Treasures

Forum Index > SC2 Maps & Custom Games
Post a Reply
LasTCursE
Profile Joined April 2013
Bulgaria10 Posts
Last Edited: 2013-05-19 17:30:45
May 13 2013 16:30 GMT
#1
My second map : )
Size:
184x184 Full
179x178 Playable

Expansions: 16 + 4 mains + 1 gold
[Gold blocked by rocks]

[image loading]

some aesthetics
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


Changelog:
-Made nat backdoor path shorter
-Some minor detail changes
datiebamaikata
Sumadin
Profile Joined August 2011
Denmark588 Posts
May 13 2013 16:49 GMT
#2
Eh... Island blocked with a ling? Why? Terrans can still use a CC to drop SCVs and scan to have it killed, Protoss needs Robotics to get a Warp prism and Zerg needs Lair for either Nydus or Overlord drops. It is Pointless.
The basic key to beating a priest is playing a deck that is terrible.
moskonia
Profile Joined January 2011
Israel1448 Posts
May 13 2013 16:52 GMT
#3
Map is waaaay too big, it might be hard to change the size now, so keep that in mind for your next maps, use ladder maps as an indicator for proper size map.
LasTCursE
Profile Joined April 2013
Bulgaria10 Posts
Last Edited: 2013-05-13 18:06:26
May 13 2013 18:04 GMT
#4
On May 14 2013 01:52 moskonia wrote:
Map is waaaay too big, it might be hard to change the size now, so keep that in mind for your next maps, use ladder maps as an indicator for proper size map.


I know it's a bit big but i really wanted to make this concept fit in a 4p map (with the cliff route above the base)


Sumadin: i guees i was thinking how broodwar worked and you cound't load scv's back then xD
will replace it with something else on the next update
datiebamaikata
Whiplash
Profile Blog Joined October 2008
United States2929 Posts
May 13 2013 19:12 GMT
#5
I actually really like the map, my only gripe is with the middle island expo, I feel it is unnecessary and helps out Terran more than the other races due to the flying cc mechanic. You honestly don't need anything there, but if you wanted to I suppose it could be a high ground area.
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
Elche
Profile Joined June 2011
Finland170 Posts
May 13 2013 20:49 GMT
#6
On May 14 2013 01:52 moskonia wrote:
Map is waaaay too big, it might be hard to change the size now, so keep that in mind for your next maps, use ladder maps as an indicator for proper size map.


I think it could actually be pretty easy to resize this map if you are willing to let that middle island expo go.
But yeah I think it's way too big as it is.
FlaShFTW
Profile Blog Joined February 2010
United States10528 Posts
May 13 2013 20:58 GMT
#7
block the backdoor with rocks or else impossible to forge fe.

but yes i agree, too big of a map.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Fatam
Profile Joined June 2012
1986 Posts
May 13 2013 21:44 GMT
#8
too big but you should definitely keep mapping most people's 2nd maps are garbage compared to this.
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
LasTCursE
Profile Joined April 2013
Bulgaria10 Posts
Last Edited: 2013-05-13 23:13:56
May 13 2013 23:12 GMT
#9
On May 14 2013 05:58 FlaShFTW wrote:
block the backdoor with rocks or else impossible to forge fe.

but yes i agree, too big of a map.


It actualy is blocked by rocks at the ramp, kinda hard to see from the picture tho ^^

Seems alot of you have a problem with the size of the map i'll see what i can do but the main idea was to have this layout fit in 4 player map which kinda proved difficult when i tried to do it in a smaller sized map
datiebamaikata
Zax19
Profile Blog Joined August 2010
Czech Republic1136 Posts
May 16 2013 16:41 GMT
#10
The backdoor would be ok if it was just a ramp blocked by rocks, this way zerg has small chance to defend a push coming through it. I’d probably make it into just a ramp, get rid of the base next to it, rotate the central base 90° counter clockwise and move the Xelnaga tower clockwise by a bit.
Really Blizz, really? - Darnell
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
May 16 2013 19:59 GMT
#11
Nice map! Could work well for Starbow actually...
aka KanBan85. Working on Starbow.
NewSunshine
Profile Joined July 2011
United States5938 Posts
May 16 2013 23:29 GMT
#12
...won't the cooling towers just destroy the Xel'Naga towers?
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Fatam
Profile Joined June 2012
1986 Posts
May 16 2013 23:30 GMT
#13
i'm guessing that is the idea. to make the XNTs destructible
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
CrystalDrag
Profile Joined July 2010
173 Posts
May 16 2013 23:31 GMT
#14
Eyy LasTCursE, your mind is still stuck in BW mapping
Cross spawns will have to be on this map... or a player who is counter clockwise the other will have an easier time going up the backdoor.
Middle and gold expansions will never be used :D
Drake Merrwin
Profile Joined July 2012
Canada130 Posts
May 17 2013 22:17 GMT
#15
I like this map but there are some really small fixes and I think it will make the map comp worthy. The back door high ground path at the nat for example. Bringing the ramp closer to the third will both make it a little easier to defend and reduce the space for nyduses (which a lot of map makes ignore). I also suggest you put the rocks on the path and not the ramp. I know blink will be a problem but I think it's not that bad.

You should stay away from islands not because they are bad but because no one will take your map seriously. Trust me I hate that no one will even try to set up a plan for islands.

Aside from that I love the wide open parts. Great job! =D Cheers.

PS: I hate being this guy but you might wanna think about fresh aesthetic styles. This pallet is old bland and kind of a downer.
LasTCursE
Profile Joined April 2013
Bulgaria10 Posts
Last Edited: 2013-05-19 19:05:37
May 19 2013 19:05 GMT
#16
On May 17 2013 08:29 NewSunshine wrote:
...won't the cooling towers just destroy the Xel'Naga towers?


That's the idea i wanted to make em a bit more.. interesting.. and.. valuable. If you don't defend it as much the opponent can destroy it and he will have an advantage over you, but giving the map size players should be able to defend it i think..

Drake: Made the backdoor path shorter for less nydusing and easyer defending of the base, i like the rocks better on the ramp tho i think now it will be easyer to defend it even if they stay there : )

I tried making the map smaller and still fit the concept in but either i don't seem to find an easy way to do it or there simply isn't one, besides there could be some big macro games too, being big dosen't mean it's unplayable right xD
datiebamaikata
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