Updates:
-Opened a back door to the back door of the 3rd bases.
-Move neutral creep colonies closer to each other so the opening in between mimics a normal ramp (until creep's are killed) with 1 zealot blocking most and 2 zealot blocking lings.
Forum Index > Brood War Tournaments |
MineraIs
United States842 Posts
Updates: -Opened a back door to the back door of the 3rd bases. -Move neutral creep colonies closer to each other so the opening in between mimics a normal ramp (until creep's are killed) with 1 zealot blocking most and 2 zealot blocking lings. | ||
oxKnu
1132 Posts
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CharactR
Canada93 Posts
Static 0.13 -> 0.14 Minor update:
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MineraIs
United States842 Posts
On April 30 2021 22:34 CharactR wrote: Static 0.13 -> 0.14 I think the mineral only still needs a bit of adjusting. It might be better to just put actual catwalk in the area that you have it currently. Does the direct scouting path go thru the mineral only ramps or through the bridges? Would be nice to see something creative with the decoration. Most of the map is pretty bare and straight. | ||
CharactR
Canada93 Posts
+ Show Spoiler + | ||
Freakling
Germany1525 Posts
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sPriNgArN
Sweden19 Posts
- Changed mineral lines for high ground bases - Moved overlord spot between mineral-only and nat to tighten space - Added more buildable terrain and removed some asphalt - More deco and terrain changes - Opened up mineral-only choke abit Download | ||
MineraIs
United States842 Posts
> > > All submission updates must be posted in this thread by May 11, 20:00 CET < < < | ||
Freakling
Germany1525 Posts
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sPriNgArN
Sweden19 Posts
- Made mains smaller - Moved 6,12 bases and mineral only's closer to mains - Added 2 high ground bases at 5 and 11, M: 7x1500 G: 1x2000 - Opened up area around the middle - Changed some mineral lines - Some deco changes Download | ||
MineraIs
United States842 Posts
Turbine 1.15 -> 1.02 Map Information Name: Turbine 1.02 Tileset: Structure (Badlands) Players: Three (3) Starting: 2, 6, 10 Size: 128x128 Creator: Minerals Resources Main Base: 8x1500 1x749 + 1x5000 Side Yard: 7x1500 + 1x5000 Mineral Front Yard: 7x1500 "3rd Gas" Multi: 7x1200 + 1x4000(gas) Concept This map is based on top of a very large warehouse structure on planet Mar Sara. The vision is to be able to expand clockwise or counter clockwise with the same distance and scouting units will automatically walk outside dirt path. The "3rd bases" are reduced to 1200 + 4000 because so many multi on top of ramp and forcing players to continue to expand and eat around the map. Yes, there may be some positional variety involving spawning in bottom position - but since the Main base and Side yard are "one base" then the positional variety should be balanced out. Features -Scouting units follow outer circle around center of map with smaller ramps. -Big armies move through center area and big ramp. -Main base has "pocket" for unit control behind minerals. -Front yard sim city is easy for all races. -All players can properly block all entrances with 3-4 pylons. Player Notes -Neutral Creep Colony: If zerg player spawns, Neutral creep colony will create creep near ramp for defense structures. ** -Yellow "Grid" (center) = Unbuildable. -Dirt pathway = Buildable. -Neutral main base has "X" blocking efficient mining because of two multi above one ramp (same as (3)Transistor). * Rushing Distance Main Ramp to main ramp = ~25 seconds (Polypoid = ~27 seconds) | ||
ox.tQ
792 Posts
And then the voting process will begin! TL users, players, map makers and pretty much everyone will be welcome to vote on their top four favourite maps (out of the current 12 submissions). A new thread will be created for that purpose. The top four maps that receive the most votes will then be featured in four separate play test tournaments featuring the best foreign players with monetary prizes for the winning players! Each tournament will feature one map, so all the games and match ups in a play test tournament will be played on a single map. Minerals will post about all this soon! Thanks to those who checked out this thread, especially those who offered comments/feedback. | ||
Eidolonic
29 Posts
Download Terraform 0.79 --Symmetry fixes --Lots and lots and lots of aesthetic fixes --Better blends to convey similar height levels --Civilians are the new critter (Welcome to Terraform) Special thanks to Minerals and Freakling for all the mentorship and guidance. Thanks to the following maps for ideas and references -- Oil flow -- Scarabee -- Desert Dwellers Desert is a very hard tileset to work with. | ||
MineraIs
United States842 Posts
Sanctuary 0.97 --> 0.98 | ||
M3t4PhYzX
Poland4028 Posts
What about the 8 other maps that will not make the top 4? Will we actually see couple of games on each of them? Would be cool. Thanks for all this, my dudes. Very fun stuff, indeed. | ||
Freakling
Germany1525 Posts
Bridging the Gap 0.90
Tundra 0.99
Download map pack | ||
nOm.CookiMaster
5 Posts
- Eliminated hundreds of sprites. - Added new terrain in middle of map using rusty pit for a better appearance. - Fixed many blending issues around ramps and edges where I had sprites to cover up mistakes. - Created different expansions in center of the map. - Added 4 bridges to the map for easier to take 3rd expansions. (6 and 12) - Closed off chokes to make expansions easier to hold at (9 and 3) - Created choke points on the map in the open areas that were not there previously - Added a lot more detail to the decoration and appearance of the map. - Added egg sprites at naturals to make the choke point more defined and easier to use. - Changed all 4 mineral lay outs of the gasless third expansions and 6 and 12. Also I figured out how to randomize all minerals on the map which makes the map much nicer as well. | ||
sTYleZerG-eX
Mexico473 Posts
TUNDRA EYE CANDY BRIDGING THE GAP EYE CANDY | ||
Freakling
Germany1525 Posts
On May 12 2021 01:22 nOm.CookiMaster wrote:+ Show Spoiler + Could you upload a bigger image?Update: Augustgrad (Korhal City) - Eliminated hundreds of sprites. - Added new terrain in middle of map using rusty pit for a better appearance. - Fixed many blending issues around ramps and edges where I had sprites to cover up mistakes. - Created different expansions in center of the map. - Added 4 bridges to the map for easier to take 3rd expansions. (6 and 12) - Closed off chokes to make expansions easier to hold at (9 and 3) - Created choke points on the map in the open areas that were not there previously - Added a lot more detail to the decoration and appearance of the map. - Added egg sprites at naturals to make the choke point more defined and easier to use. - Changed all 4 mineral lay outs of the gasless third expansions and 6 and 12. Also I figured out how to randomize all minerals on the map which makes the map much nicer as well. | ||
nOm.CookiMaster
5 Posts
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