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Introduction / Map Concept:
Optional thirds. The highground inbetween the corner bases creates a strong point of interest away from the rest of the map. The middle passage has its uses, but can be tricky to use as an effective attack route.
Aesthetics: + Show Spoiler +
Changelog: + Show Spoiler +v1.2Balance- Added some los blockers to the middle
- Changed main mineral lines slightly
Terrain- Some more slight aesthetic improvements
v1.1Balance- Adjusted a few of the mineral lines to better allow large units (ultralisks, etc.) to move through them
Terrain- Several small aesthetic changes
v1.0GeneralBalance- Removed the two Xel'Naga Healing Shrines that were in previous beta releases of the map
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Looks nice. The ambiguous corner bases are going to allow players to expand in different ways. I'd love to see some high level games on this map, looks awesome!
The high grounds that can siege the corners and the fourths are very interesting. This map is really cool!
Can you explain how the healing shrines work? Are those a new thing in HotS, or is it something you created? They look like a cool idea.
A minor thing, but I think the name Bloodmist alone is better/more badass than Bloodmist Refuge.
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Why did you remove the collapsible rock tower?
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I agree that Bloodmist alone is a better name.
This map has lots of interesting stuff, but it seems kind of short distances between the bases, and at the same time kind of CS. For example, if both players take the center 3rd, that game will be on a knife edge no matter what, and any expansion taken after that is a short walk away.
But, I would actually expect players to take the 6/12 for the 3rd, once this map was played for a little while, which is great if both players do it. I would expect zerg to do this every time, but terran can expand to the middle and again it's a short distance to attack the zerg 3rd. And any other base the zerg takes is similarly close. (By current standards.)
So, this map has this false promise of lategame options but I think it'd be a cutthroat 2 base style map most of the time. Which is fine, just pointing it out. Thoughts?
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Isn't Bloodmist from WoW? Anyway, I like the map, actually somewhat similar to something I have been cooking up in secret, but different.
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Reminds me of the third Protoss mission in Starcraft 1 (not BW), especially those middle bases on the ridge.
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Well changing it to just "Bloodmist" is still an option, since it isn't actually published yet :-O
Yeah I played WoW for a little while before it got boring, there was a zone in it called bloodmyst isle which is where I got the name from. I figured the best way to make pink fog sound badass is to call it "bloodmist" or something similar.. lol
There is also the option to call it "The Blood Mists", idk if that's better or worse than Bloodmist/Bloodmyst. Thoughts plz
Why did you remove the collapsible rock tower? Because rock towers actually destroy/completely remove from the map mineral patches and geysers when they fall on them.. I could swear when I tested it before that they don't kill minerals, but then I tested it some more and they consistently DID kill them. So I think only having to deal 500 damage to a rock tower in order to take out 1/2 of the minerals at someone's third is a little OP. Maybe I'll increase the hp on them significantly and add them back in, idk.
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On January 28 2013 07:36 Fatam wrote:Well changing it to just "Bloodmist" is still an option, since it isn't actually published yet :-O Yeah I played WoW for a little while before it got boring, there was a zone in it called bloodmyst isle which is where I got the name from. I figured the best way to make pink fog sound badass is to call it "bloodmist" or something similar.. lol There is also the option to call it "The Blood Mists", idk if that's better or worse than Bloodmist/Bloodmyst. Thoughts plz Because rock towers actually destroy/completely remove from the map mineral patches and geysers when they fall on them.. I could swear when I tested it before that they don't kill minerals, but then I tested it some more and they consistently DID kill them. So I think only having to deal 500 damage to a rock tower in order to take out 1/2 of the minerals at someone's third is a little OP. Maybe I'll increase the hp on them significantly and add them back in, idk. Really??? WOW THAT'S COOL!!
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Now published on HOTS Beta as "Bloodmist".
edit - if a mod could change the thread name to just Bloodmist from Bloodmist Refuge that would be much appreciated.
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Looks very good. The Xelnagas are really interesting looking I have to say. I like the change of look. The choice of thirds is something that I can see adding a lot of thought to the map like choosing different ones for different match ups.
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Bloodmyst/Bloodmist sounds quite nice. I like the general expansion pattern of the map and the positioning of those healing shrines are superb. Putting units there also puts them at risk, but with sufficient scouting you can retreat a defensible position. Quite nice!
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I like everything besides the healing shrines, but admittedly that's more a dislike of them as a concept, more so then a flaw in your work. Great job!
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This is now 1.1 on all servers. Lots of minor changes. The healing shrines have been completely put to bed. I was considering bringing them back for 1.1, as I thought them fully functional with the release of HOTS. However with testing I found out that while they seem to work on just about every unit, Colossi cannot walk on them or through them. Colossi -can- be healed if they stand on the very edge of the shrines (as close as they can get), but I still think it's enough of an issue to remove them for the time being.
Going to look into how I can best report the bug to Blizzard so hopefully healing shrines can be used in maps at a later date if they fix them.
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On April 22 2013 08:23 Fatam wrote:This is now 1.1 on all servers. Lots of minor changes. The healing shrines have been completely put to bed. I was considering bringing them back for 1.1, as I thought them fully functional with the release of HOTS. However with testing I found out that while they seem to work on just about every unit, Colossi cannot walk on them or through them. Colossi -can- be healed if they stand on the very edge of the shrines (as close as they can get), but I still think it's enough of an issue to remove them for the time being. Going to look into how I can best report the bug to Blizzard so hopefully healing shrines can be used in maps at a later date if they fix them. Bug? That's totally a feature. Use them to prevent colossus from walking into air blocker areas. Hopefully they work on landed vikings as well. That way we can have "ground only" areas.
^___^
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Think this map will probably make solid games. Though, it is worth noting that this map probably won't provide anything really interesting until the time the fourths are taken. Even then, the middle isn't much to be excited about.
On another note, the aesthetics really need an improvement. That bright pink fog has to go. That alone is a huge eye sore. Also, the seemingly lack of doodads on the high ground areas really bothers me. It just looks unfinished and plain.
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On April 22 2013 14:09 Timetwister22 wrote: Think this map will probably make solid games. Though, it is worth noting that this map probably won't provide anything really interesting until the time the fourths are taken. Even then, the middle isn't much to be excited about.
On another note, the aesthetics really need an improvement. That bright pink fog has to go. That alone is a huge eye sore. Also, the seemingly lack of doodads on the high ground areas really bothers me. It just looks unfinished and plain.
Much like Insidious, this is a case of "it looks wayy better in-game than the overview". The pink fog actually looks pretty good in-game - it really works. It's just a little glaring when you see a huge amount of it at one time in the overview. Also the highgrounds look a lot less plain in-game b/c there is a lot of subtle detailing/marbling/whatever you want to call it.
@ the layout, it's easily my most conservative map - I wasn't trying to do anything too crazy with this one. However there are some wrinkles thrown in, even before you get to the more experimental corner bases. The 12/6 o'clock base is farther away than your typical third, but has a smaller choke. Things with a large range (tanks/colossi/infestors) can harass it from the other side of the chasm. The middle bases can be harassed from the middle lowground, or attacked from 3 different directions (granted, a couple of those directions aren't strong unless you can get your opponent out of position), with one of those paths able to be widened via killing rocks. This is nothing groundbreaking but it ensures that the games won't be boring.
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The doodad count is pretty low though, and there is practically no area designated to decoration other than the 0 terrain height, which is still pretty sparsely populated.
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Fair enough. I'll see what I can do to doodad it up without losing clarity. Thanks for the comments!
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