dezi's map thread - Page 2
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dezi
Germany1536 Posts
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kingcoyote
United States546 Posts
On December 01 2010 07:57 dezi wrote: To clearfy this - you can't pass those cliffs in the mid. Do you mean colossus can't traverse the cliffs throughout the middle? I wasn't quite able to tell. I can see that there is junk on top of it, but was't sure if it was enough to completely block movement. | ||
dezi
Germany1536 Posts
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BoomStevo
United States332 Posts
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dezi
Germany1536 Posts
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dezi
Germany1536 Posts
Not sure whether i should add watchtowers or not. Also not sure about the textures. | ||
kingcoyote
United States546 Posts
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Antares777
United States1971 Posts
You need to totally rethink those in base islands on that map. Maybe move the DR to cover the actual base sight instead of the choke to it? That would fix it. I am really impressed with all of the ramps and their placements on Verdun, it reminds me of BW maps in a strange way | ||
DeliciousPi
United States18 Posts
On December 09 2010 12:50 Antares777 wrote: Why wouldn't a Terran lift his CC off right at the start and take their island on Sedan? If you lift to the back base, you'll lose a ton of time producing nothing. Meanwhile your opponent can produce anything they want to get ahead. You'd be better off walling your ramp with whatever you're going to be building anyway. | ||
dezi
Germany1536 Posts
On December 09 2010 12:50 Antares777 wrote: Why wouldn't a Terran lift his CC off right at the start and take their island on Sedan? You need to totally rethink those in base islands on that map. Maybe move the DR to cover the actual base sight instead of the choke to it? That would fix it. I am really impressed with all of the ramps and their placements on Verdun, it reminds me of BW maps in a strange way Delicious already gave the answer about the issue you mentioned at Sedan. Both maps (Verdun and Sedan) will be tested in a small tourney this sunday. So i most likely gonna see what to change and if needed i gonna move the debris I currently placed them at the choke to increase the possibility to drop there, to take a hidden expansion there later on in the game. An open choke would lower the ways to play and expand on this map. Regarding Verdun - it's a map that somewhat resambles Moon Glaive (from BW) but as a 4 spawn map. I scrapped the 4th and turned the mineral only 3rd into a expansion with gas. + Show Spoiler [watch Moon Glaive from BW] + On December 09 2010 12:55 DeliciousPi wrote: If you lift to the back base, you'll lose a ton of time producing nothing. Meanwhile your opponent can produce anything they want to get ahead. You'd be better off walling your ramp with whatever you're going to be building anyway. Thanks for pointing that out before i was able to respond ^^ On December 09 2010 10:19 visual77 wrote: I think on a map of this size, watch towers are almost a must. There are simply too many routes that drops could take to just rely on spread out scout units. The tower coverage should have holes, of course, but to have no towers at all is too extreme on the other side. You are refering to the latest concept, right? The size is 140 x 148. Currently don't have time to work on it. Gonna try to make further steps on the weekend. Still have to find good spots for the watchtowers. Maybe i just gonna remove the HY expansions and place the towers there close to the middle area ^^ Currently updating OP with analyzer and some details picture of my maps (starting with Verdun). //edit Moved Sedan to finished section and updated the first 5 maps with detail and analyzer picture. | ||
dezi
Germany1536 Posts
Flushing Meadows +slighlty repositioned the main ramp +slighlty decreased the size of the nat chok +adjusted some minerals +increased aesthetics The Crucible +made cliff around the HY unpathable +increased aesthetics Inner Sanctum +added a addiontal path (initially blocked) in the mid (grants access to a watchtower) Sedan +freed up the mid Verdun +slightly bigger choke (nat) +increased aesthetics +adjusted some minerals (you can now place a CC between the gas (main) and the cliff (nat) Tambora +replaced the 4th +shrinked down in size +adjusted some minerals | ||
Dezire
Netherlands640 Posts
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dezi
Germany1536 Posts
On December 29 2010 22:54 Dezire wrote: i like ure nick x] :p Worked on Tambora today. The map starts to look good right now, but there is still a lot of doodad work to do. | ||
lovablemikey
264 Posts
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Alsandair
32 Posts
Thanks, keep up the good work! | ||
FlaShFTW
United States9924 Posts
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dezi
Germany1536 Posts
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Alsandair
32 Posts
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dezi
Germany1536 Posts
Map (Tambora) moved to finished. Also gonna update the OP now with a new Overview picture. //edit Also added new Details / Analyzer pictures to several maps. | ||
Deekin[
Serbia1713 Posts
Gj so far | ||
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