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dezi
Germany1536 Posts
This thread features map made be me SC2 mapping team: The Planetary Workshop (TPW). I'll regulary update the OP with new map ideas and also new images of updated maps.
Note Search for 'dezi' to find my maps at EU. Some are also at US/SEA. Or search 'TPW' to find more awesome maps.
One Must Fall -sligtly poolished the textures at the lately changed corner 3rds -fixed some doodad placements -reestablished the ledge (cannot be dropped on anymore but used once again by reapers and colossi) -adjusted mineral placement -pics updated accordingly
=== Competition Maps === One Must Fall (EU, SEA, NA) (not tagged with (by dezi) due to being used by NASL) + Show Spoiler +HQ VersionMap ThreadThe layout allows for an easy third and it starts getting interesting once someone wants to grab a HY expansion. The rocks allow for proxy and sneaky tech (XWTs can't see the middle path). It's a rough port of Carthage. + Show Spoiler [Analyzer Informations inside] +Main to Main is a tad longer than on Xel'Naga Caverns (147). Nat to Nat is also slightly larger than on Xel'Naga Caverns (117). Don't get fooled by the empty areas - this is mostly because i painted with the pathing tool on top of doodads (just to make sure ). Additional Pictures+ Show Spoiler [The ledge(s)] +Ya, you can cliff walk from 5th to main and from HY to the 5th and vice versa. Reapers back in da house? The fifth is also a good place for Overlords till you want to check if f.e. a toss had taken both gas. + Show Spoiler [tääänks?] +You can reach the gas of the 5th but nothing more - isn't this nice? + Show Spoiler [Walling] +Due to the fact you can't do a 3 rax / gate wallin this you have to wall like on f.e. Xel'Naga Caverns. + Show Spoiler [more] +
=== Non-Competition Maps === Dylarian Shipyards (EU) + Show Spoiler +I used the Castanaar one but mixed it a texture from Meinhoff and Port Zion (just looks way better this way). My overall goal was to create a medium sized 4 player map which offers good a good expansion layout while keeping the Shipyard feeling. Once again (after MotM#1 winning map The Crucible) i didn't used XWTs - so go and scout you lazy players. Facts to know-tileset: pimped Castanaar -playable size: 156x156 -XWTs: no Sir -HY bases: no Sir -Main2Main (close): 151 -Main2Main (cross): 180 -Nat2Nat (close): 110 -Nat2Nat (cross): 145 + Show Spoiler [More pictures inside] +
Krakatoa (EU, SEA, NA) + Show Spoiler +HQ OverviewThreadThis map features the famous Char tileset and a very small size of only 120x120 and give you a feel like beeing within an old vulcano. While beeing that kinda small the map still has a kinda large main to main distance and also offers a nearby third. The HY and 4th a right next to each other and you most likely gonna take both at once. All those positive feature also need a slight drawback and that's why you got a double sized main ramp and there are some very good places for Overlord to be during the earlier stages of the game. + Show Spoiler [Analyzer and Detail Pictures] +
Churchill Reservoir (EU) + Show Spoiler +This is my second map in my favorite texture set. I hardly focus on aesthetics here while trying to not overdo this. Playable size is 160x136 but the distance between the mains is quite small (due to layout). The mid allows for good flanking or traps so be aware while moving through. As whole the map is more of a design study because it might be kinda hard to establish and hold a 3rd. + Show Spoiler [Analyzer and Detail Pictures] +
The Crucible (EU, NA) + Show Spoiler +
Flushing Meadows (EU) + Show Spoiler +This is the first map i created with my beloved Agria tileset. It offers a playable size of 120x136 and plenty possible expansions. The main design feature is the mid that is set under water but still is walk and buildable (so consider it a design feature). + Show Spoiler [Analyzer and Detail Pictures] +
Verdun (EU) + Show Spoiler +This is my first map with 4 starting positions. It's a rough recap of Moon Glaive from BW (in a 4 spawn version). Many cliffs can't be dropped or walked on (f.e. the area between the nat and the 3rd). Rush DistancesMain2Main(close): 134 Main2Main(cross): 168 Nat2Nat(close): 104 Nat2Nat(cross): 139 + Show Spoiler [Detail Pictures inside] +
Sedan (EU) + Show Spoiler +
Tambora (EU) + Show Spoiler +
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_________________________________________________________________________________ I also got a bunch of cancelled, stalled projects but most of them aren't worth to be shown here. I hope you like my sneak peak and feedback is welcome.
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some of the images are being cut off... re-upload maybe?
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dezi
Germany1536 Posts
This is what still bothers me at TL ... sometimes rescale works but sometimes not. Reupload doesn't help there because it's a TL bug (all images are uploaded at shack but only some are rescaled to the TL width). You still can watch them if you just copy the image url.
Just copied some image-upload links that didn't worked at my first attempt but now seem to be rescaled ... *sigh*
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Very nice. I didn't really take the time to really analyze them for balance stuff, but they do seem pretty good for it on the surface. The aesthetics of pretty much all of them are great though. Churchill reservoir seriously looks awesome.
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I'm really liking Beau Geste so far. What does that mean?
And did you use the liquid upload tool?
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dezi
Germany1536 Posts
On November 24 2010 18:40 iGrok wrote: I'm really liking Beau Geste so far. What does that mean?
And did you use the liquid upload tool? The name is a reference to the movie Beau Geste (the version with Telly Savalas). I used Image-Upload/Imageshack to upload the picture but it seems to work fine now.
Also got some more detailed pictures of the wip Verdun: + Show Spoiler [hit me] +
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dezi
Germany1536 Posts
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On November 25 2010 03:57 dezi wrote:Mh, updated the OP once again with the 1.0 version of Verdun. + Show Spoiler [Pic] + I feel like there needs to be another ramp to access the third expansions when travelling clockwise. I also wonder how the reflection symmetric center will play out on the rotationally symmetric bases. It looks positionally imbalanced if someone takes one of the golds.
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dezi
Germany1536 Posts
Another ramp? Gonna look how this will affect the distances and about the HY - if you look at LT / Meta it's also imbalanced if both start close and one takes the HY. So i don't gonna change this.
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Churchill Resorvoir looks great.
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These are some frikkin awesome maps.
I might have to do my own showcase when i make enough decent maps.
Again nice nice work.
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dezi
Germany1536 Posts
Thanks.
Regarding the idea to add another ramp to the 3rd - i don't want to create a ramp there > this makes the small pathway to the nat to quick. Only option i can think of is a small but initially blocked ramp. This would also fit the style of the mid that features passages that can be opened to increase the maneuverability.
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On November 25 2010 06:54 dezi wrote: Another ramp? Gonna look how this will affect the distances and about the HY - if you look at LT / Meta it's also imbalanced if both start close and one takes the HY. So i don't gonna change this. It works on Lost Temple and Metalopolis because those are reflection symmetric maps. Your center doesn't follow the same symmetry as your bases.
Because your bases are rotationally symmetric is the reason I'd like to see a ramp where I suggested. The person who spawns clockwise will have a harder time taking and defending their third expansion placed away from their opponent. The opponent will have an easier time because there is a direct path to their third which does not force the player to travel to and take the center.
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dezi
Germany1536 Posts
You're right, added a ramp and updated the OP with the new picture of it (map also updated at EU). This ramps doesn't change anything in terms of main to main or nat to nat distance.
//edit Next concept
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dezi
Germany1536 Posts
Worked on the next 4 spawn map and added it to wip section, it's called Sedan.
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dezi
Germany1536 Posts
Worked on Sedan furthermore and somewhat finished it. Map is now available at EU.
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I like that version. The style of the first 3 bases and the further expansion layout is quite nice. The artwork you did and environment you chose come very well too.
But I have to say that center looks a bit truncated for the fact that its very easy to take 3 bases. Also the Watchtowers seem like they are forced and dont really serve a special purpose.
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dezi
Germany1536 Posts
So you would like to see a more open middle area? This map will be tested in a small tourney on the page i'm in to and i'll hopefully gonna get enough input to do necessary changes then :D
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On November 30 2010 16:27 dezi wrote: So you would like to see a more open middle area? This map will be tested in a small tourney on the page i'm in to and i'll hopefully gonna get enough input to do necessary changes then :D
I think the open is a bit packed in, too. It doesn't seem like it would be that zerg friendly.
Against terran, the zerg can circle around some of the obstacles, but a single medivac can give tank vision to fire on the units that try to swing around the back.
Against protoss, forcefields can be used to block off the backside to prevent ling runarounds, and colossi can walk onto the ledges to fire on them while they try.
Edit: Marked out section that dezi has stated is not true.
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Now that I look at it some more, the center being narrow might not be so bad. Zerg could circle the edges of the map, only briefly darting in the middle and popping back out. That would let terran and protoss try to control the center, with zerg having the high mobility option of circling around the outside.
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