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Development > Melee Development

[M] (2) LoS_Althea

  • 8 posts
    #1 Oct 10, 2011 at 16:43 UTC - 0 likes

    http://i.imgur.com/qdRe5.jpg
    Work in Progress
    LoS banner:http://i.imgur.com/lDvxB.png
    Current version: .1
    Author: Icetoad
    Contributions: Archvile and the rest of the team for helping in term of balance.
    Publish on NA and soon EU.
    Introduction:
    The map idea didn't came from any real inspiration, other then maybe my previous map LoS_Artemis having a close third on high ground near 3 ramps (I think I will name this feature the Icetoad Zone). There is 2 third that you can decided to expo, one closer to the natural(the high ground one), but harder to protect and another one a bit farther and open, but farther from the enemy. Controlling the 2 xel'naga's towers are very important and you can also drop unit on the high ground near the tower abuse it like on XNC. I wanted to create a macro map with a lot of attack path, and I think I was able to make it :). Since the Tyrador Tileset has never used by blizz and didn't have any doodad for it. I decided to create a map theme where one part is in shamble and the other part a city that is wealthy.

    Map info:
    Tileset: Tyrador only
    Bounds: 138x148
    Players:2
    Base: 10+2gold
    Main size around 30CCs
    Overview:
    http://i.imgur.com/z3M2h.jpg

    Angled view:
    http://i.imgur.com/hN932.jpg

    Map Analyzer:
    No Summary, can't seem to make work meatpudding version to have summary :(.

    Rush Distance:
    http://i.imgur.com/dU8vH.jpg
    Xel'naga tower range of vision:http://i.imgur.com/2zpmO.jpg
    Nice Pics:
    http://i.imgur.com/1FwmV.jpg
    http://i.imgur.com/Fo5CQ.jpg
    http://i.imgur.com/FJ8hs.jpg
    http://i.imgur.com/SlX3n.jpg

    This map will be submit to the TL contest.
    I hope you like it and go play on it! :D Feedback are also welcome :)

    #2 Oct 10, 2011 at 17:15 UTC - 0 likes

    Thoughts:

    1) What is the bricks texture? Don't think I've seen that before?
    2) I'd do... something with those middle low-ground areas that now end in fog. They look fairly dreadful. Adding water, a plateau or anything of that kind should improve them.
    3) It's pretty cool that you added those non-walkable-but-walkable-looking impassable areas in your map (like bottom left), but in some instances (like bottom left) they are located too close to the actually playable area. Result is that I find it a bit hard to tell apart quickly which areas are walkable and which aren't - and that's just me skimming the map, a pro player might be really annoyed by this.
    4) I like what you've done in terms of theme. Overall theme is pretty cool and the whole thing looks good, but I especially like how the top differs from the bottom in terms of looks.
    5) Those powerlines behind the gold expo. Thors, and perhaps Ultralisks too, are going to be clipping with them. It's a minor thing, but something you might want to try and fix.

    #3 Oct 11, 2011 at 06:02 UTC - 0 likes
    Quote from Mozared: Go

    Thoughts:

    1) What is the bricks texture? Don't think I've seen that before? 2) I'd do... something with those middle low-ground areas that now end in fog. They look fairly dreadful. Adding water, a plateau or anything of that kind should improve them. 3) It's pretty cool that you added those non-walkable-but-walkable-looking impassable areas in your map (like bottom left), but in some instances (like bottom left) they are located too close to the actually playable area. Result is that I find it a bit hard to tell apart quickly which areas are walkable and which aren't - and that's just me skimming the map, a pro player might be really annoyed by this. 4) I like what you've done in terms of theme. Overall theme is pretty cool and the whole thing looks good, but I especially like how the top differs from the bottom in terms of looks. 5) Those powerlines behind the gold expo. Thors, and perhaps Ultralisks too, are going to be clipping with them. It's a minor thing, but something you might want to try and fix.

    i am pretty sure the bricks are already in the editor. try checking Tyrador or some urban terrain set.

    @GoldGod: The overall atmosphere of the map is great! I like the destroyed urban feel u made in the map.

    The positioning of the mines are pretty legit as well it seems. Good luck with the competition!

    Last edited Oct 11, 2011 by Zolstice

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    #4 Oct 20, 2011 at 15:54 UTC - 0 likes

    I actually found another thing! Pretty small, but...

    http://img830.imageshack.us/img830/3180/rvpnf.jpg

    That monorail. Give me one logical explanation why it doesn't follow the red line but instead goes out of its way to make that weird curve even though there isn't a station up there.

    #5 Oct 20, 2011 at 19:33 UTC - 0 likes

    Load bearing columns and the distance across the chasm wouldn't support that amount of track with the columns on either end so the mayor came to an agreement with the civil engineers to make use of the bridge as a support and to cross the smaller gap from there. :P

    As for why the track can't do the same trick with the next bridge. Monorails can't turn on a dime... Or can they?

    Last edited Oct 20, 2011 by adovid
    #6 Oct 20, 2011 at 21:09 UTC - 0 likes

    @adovid: Go

    Well, fair enough =P. You have to agree that it looks iffy, though. It'd be better if the monorail either followed the red line or, at its top point in the screenshot (the 'northernmost' point in the specific segment of monorail in that corner), didn't angle down but instead continued towards the left, over that little park.

    #7 Oct 20, 2011 at 23:30 UTC - 0 likes

    Yea angling to the left would be more aesthetic. Agreed.

    #8 Oct 20, 2011 at 23:45 UTC - 0 likes

    Haha I like how this divulged into an analysis of monorail logistics and engineering.

    But yeah looks nice :)

    SC2 video tutorials: http://www.youtube.com/onetwosc
    p.s. I've quit mapping since Nov 2011.

  • 8 posts

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