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Isomer 0.2132x132 Published on all servers
Info/details: -The map began as sort of a "constitutional isomer" of Cloud Kingdom, taking all of its components and rearranging them. It evolved a little from there but the overall concept of the map is still very Cloud Kingdom-esque. Lots of chokes alternating with open spaces, stuff like that.
-Small (1x) ramp in front of the nat is intended to encourage players to take the high-ground route rather than cutting through the center, and also can be abused to punish a defender who took the center base as a 4th for being out of position, making it significantly harder to defend what would ordinarily be a rather close 4th.
-Aesthetics are heavily inspired by the map TPW Odin by wrl. And by that I mean it's basically copied, except wrl did it better.
Angled + Show Spoiler +
Analyzer + Show Spoiler +
Aesthetics + Show Spoiler +
Tileset + Show Spoiler +-Castanar Tiles -Castanar Small Tiles -Castanar Grid -Umoja Panels Small Light -Avernus Rock -Meinhoff Rough Sand -Kaldir Ice Light
-Castanar Organic Cliffs -Skygeirr Platform Manmade Cliffs 01
-Avernus lighting
Changelog + Show Spoiler +Version 0.2: -Reduced brightness of ramp light decals -Fixed a pathing problem and an improperly placed decal
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Aotearoa39261 Posts
Looks really solid. Good job.
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WoW ! This map is very nice
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^_^
Looks good. Certainly a much better layout than Odin was.
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your Country52797 Posts
If terran takes the low ground third in TvZ, which fourth base does the zerg take? All of the possibilities are somewhat close and in a straight line from that third base (or the natural). Assuming that zerg takes the high ground third.
Regardless, this is an excellent map, although I'm not sure whether it's supposed to encourage an aggressive or a passive style.
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On July 26 2014 15:53 -NegativeZero- wrote: except wrl did it better. Yeah it's always the same for me when i try to mimic aestethics of older maps, it always feels off compared to the original one T.T
As far as the map goes i find this one to be incredibly good, it has all the details a standard map should have, an easy wallable natural for the three races, overlord pods, a good reaper path into the main base, vespene geysers facing outward in the main and nat bases, the main base is the perfect size and the distance between the main and the nat is close enough that it does not generate issues and the natural's mineral line is just far enough of the cliffs so there are not places where abusive cannon rushes can happen, the third base is exposed but not enough that it is impossible to hold, just hard enough vs a well placed 2base all in. Tight ramps for big armies so it encourages positional play and wide spaces behind so the player that took the area first can create a concave on top or below the ramp.
Overall this map is the wet dream for any starcraft player that likes standard maps, i have only one issue and that is that it lack a couple overlord pods more around the edges of the map, other than that you have a ladder worthy map that will give you the love of the pro-players.
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Wow, this is awesome. Great work.
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Very very nice Negative, map looks very standard but its well executed. Those middle bases look really hard to secure, maybe make them gold? Or do u not like gold minerals? Also those little bridges! DAM! They look so nice! How did you do that? I had been looking for bridges for some time now and have not found any that are acceptable, and nice looking bridges are something I have been missing from old BW mapping
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Russian Federation4295 Posts
I love those neon borders. Looks great!
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Blown away.
Had to try this map immediately. Before that, hadn't played in months.
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On July 28 2014 15:53 Existor wrote:I love those neon borders. Looks great!
I love em 2!!
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