TPW Elder Roots v.1.3
Made by Icetoad and re-textured by Mereel
Published on : [green]NA/EU[/green]
Map bounds: 144x134 Map Overview: Introduction:
It's been a while since I haven't made a map, since Althea, in which there was I find a concept flaw in it. So for the pass couple of month, I was trying to make a map with a good concept. It took a while and while I was searching for a good layout I stumble upon a BW map called Eros Route. Easily we can see that porting it 1:1 would play terrible in sc2, so I decided to try to take the key concept of the map that could be taken and use it. In the first version of the map it resemble a lot the BW version, but it changed a lot since now. Why did I like this concept? Well I really liked how the pathing of the map played out, going to the nat was in a ''S'' form and how if you want to go the fastest way possible you had to take a choky path and you could get easily ambush. If you wanted to be more safe you had to go on the high ground, but you had a longer way to reach the opponent. This was really the key concept I liked about this BW map. Sadly, with comment and play testing I had to make the 2 high ground connect.
Angled View:[spoiler]
Analyzer: (Note: in the analyzer image the tower sees less because the range of the tower are of 20 not 22) Specific Area of the map:
Main:
Natural:
Third:
Forth:
Fifth:
Middle:
Aesthetic details:
[spoiler]Texture used:
[spoiler]Aiur small brick
Korhal grass
Korhal dirt
Port Zion dirt
Port Zion grass
Aiur Rock
Tarsonis Rubble Cliffs used:
Aiur Manmade Cliff
Haven Organic Cliffs
Bel'shir lighting
Change log: 0.9
-Making it official public on TL. v1.0
-Changed lighting to Bel'shir, I had many people complaining about Igrok lighting of Poizone.
-Reduced the LoSB number and nah acts more like aesthetic vegetation.
-Removed the Highest High ground on the ovi spot where you can FFE. Also changed a bit the doodad near it.
-The high ground hook on top of the open space of the nat is reduced. (Changed suggested by a176)
I hope you go play the map and like it. Please share any worries about possible Imbalance. 1.1
- Added path restriction on reaper path where there was some imbalance because Terran could drop tank on the high ground that way sieging a part of the main.
- Added the TPW tag. 1.3
- Changed the Natural layout, choke is 3 3x3 building
- Main was slightly reshape
- Layout was slightly changed
- Map completely re-textured and dooaded by Mereel (some small change of my part)
I love melee maps, they always have really interesting terrains to go over. Points of notice;
Playability:
-Seems a little Terran/Protoss favored, no? Both P and T can hang their army back at that little temple cliff outside the main's ramp and turtle up to three bases. To add to this, T drops are doing to be ridiculously effective with your spread of flyable areas behind all bases, while Z will have troubles defending from harass; all they've got going for them is the map size.
-Just a little idea, but... those high-ground areas outside the two bases at the twelve and six 'o clock positions... maybe adding a small ramp to them can create for interesting gameplay - not really a defendable high-ground area, but not pure "blockage to everything but collosi" either.
Looks:
-The main bases could look twice as cool with just a little more texture play. Grab a third texture and spread it in there carefully, should be good.
-Those trees right outside the mains look nice, but they may hinder players in seeing the exact locations of the cliff. Especially the ones on the far right in the first picture listed under "specific area of the map" are kind of dubious about whether Reapers can go up there or not.
-The middle area (basically the very last picture) looks really empty. It needs some kind of flare or focal point. Worst case, some small ground prop-style doodads.
-I love your general theme, borders and water colour. Really nice job there!
I think that's most of it. All in all a good job, looks like a solid and blizzlike quality map that could've come with the box.
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TPW Elder Roots v.1.3
Made by Icetoad and re-textured by Mereel
Published on : [green]NA/EU[/green]
Map bounds: 144x134
Map Overview:
Introduction:
It's been a while since I haven't made a map, since Althea, in which there was I find a concept flaw in it. So for the pass couple of month, I was trying to make a map with a good concept. It took a while and while I was searching for a good layout I stumble upon a BW map called Eros Route. Easily we can see that porting it 1:1 would play terrible in sc2, so I decided to try to take the key concept of the map that could be taken and use it. In the first version of the map it resemble a lot the BW version, but it changed a lot since now. Why did I like this concept? Well I really liked how the pathing of the map played out, going to the nat was in a ''S'' form and how if you want to go the fastest way possible you had to take a choky path and you could get easily ambush. If you wanted to be more safe you had to go on the high ground, but you had a longer way to reach the opponent. This was really the key concept I liked about this BW map. Sadly, with comment and play testing I had to make the 2 high ground connect.
Angled View:[spoiler]
Analyzer:
(Note: in the analyzer image the tower sees less because the range of the tower are of 20 not 22)
Specific Area of the map:
Main:
Natural:
Third:
Forth:
Fifth:
Middle:
Aesthetic details:
[spoiler]Texture used:
[spoiler]Aiur small brick
Korhal grass
Korhal dirt
Port Zion dirt
Port Zion grass
Aiur Rock
Tarsonis Rubble
Cliffs used:
Aiur Manmade Cliff
Haven Organic Cliffs
Bel'shir lighting
Change log:
0.9
-Making it official public on TL.
v1.0
-Changed lighting to Bel'shir, I had many people complaining about Igrok lighting of Poizone.
-Reduced the LoSB number and nah acts more like aesthetic vegetation.
-Removed the Highest High ground on the ovi spot where you can FFE. Also changed a bit the doodad near it.
-The high ground hook on top of the open space of the nat is reduced. (Changed suggested by a176)
I hope you go play the map and like it. Please share any worries about possible Imbalance.
1.1
- Added path restriction on reaper path where there was some imbalance because Terran could drop tank on the high ground that way sieging a part of the main.
- Added the TPW tag.
1.3
- Changed the Natural layout, choke is 3 3x3 building
- Main was slightly reshape
- Layout was slightly changed
- Map completely re-textured and dooaded by Mereel (some small change of my part)
I love melee maps, they always have really interesting terrains to go over. Points of notice;
Playability:
-Seems a little Terran/Protoss favored, no? Both P and T can hang their army back at that little temple cliff outside the main's ramp and turtle up to three bases. To add to this, T drops are doing to be ridiculously effective with your spread of flyable areas behind all bases, while Z will have troubles defending from harass; all they've got going for them is the map size.
-Just a little idea, but... those high-ground areas outside the two bases at the twelve and six 'o clock positions... maybe adding a small ramp to them can create for interesting gameplay - not really a defendable high-ground area, but not pure "blockage to everything but collosi" either.
Looks:
-The main bases could look twice as cool with just a little more texture play. Grab a third texture and spread it in there carefully, should be good.
-Those trees right outside the mains look nice, but they may hinder players in seeing the exact locations of the cliff. Especially the ones on the far right in the first picture listed under "specific area of the map" are kind of dubious about whether Reapers can go up there or not.
-The middle area (basically the very last picture) looks really empty. It needs some kind of flare or focal point. Worst case, some small ground prop-style doodads.
-I love your general theme, borders and water colour. Really nice job there!
I think that's most of it. All in all a good job, looks like a solid and blizzlike quality map that could've come with the box.