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    posted a message on [M] (2) TPW Aradia

    http://i.imgur.com/5NeO0.jpg

    http://i.imgur.com/m6Aa3.jpg
    Made by Icetoad
    Published on : NA/EU,the map is in the Arcade in the Strategy Section
    Map Bound: 146x134
    Number of doodad: 4529 doodads
    http://i.imgur.com/Cqaao.jpg

    Analyzer:
    http://i.imgur.com/dOzrw.jpghttp://i.imgur.com/rTeRo.jpghttp://i.imgur.com/Makd4.jpg
    Some stuff were changed, these analyzer image were from the previous patch.

    Aesthetic:
    http://i.imgur.com/ySq7u.jpghttp://i.imgur.com/i3cgq.jpghttp://i.imgur.com/BXZbM.jpghttp://i.imgur.com/hosRQ.jpghttp://i.imgur.com/hC2da.jpg

    Important to know:
    - Player should put their graphic higher than Low if they want to see all the details, because all the decals won't appear on Low graphic
    Change Log:
    1.0
    - Released
    1.2
    -Fixed the natural, tank could hit 4 mineral and 1 gas. Now 1 mineral only can be hit
    1.3
    -Removed the gold blocking the pocket third
    1.4
    -Removed doodads that made the FPS drop
    1.5
    -Removed 1 ramp leading into the third to make the third easier to hold
    1.6
    -Changed the gas of the pocket third into a rich vespene geyser

    Posted in: Melee Development
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    posted a message on How to make egg act like in BW?

    Sounds really complicated xD. I should try to learn more how the data and trigger works, even if melee map making takes a lot of my free time.

    Posted in: Data
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    posted a message on [M] (2) TPW Elder Roots

    http://i.imgur.com/fld6j.jpg
    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:http://i.imgur.com/cm1KF.jpg
    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]http://i.imgur.com/Tg2tU.jpg

    Analyzer:http://i.imgur.com/dp6P1.jpghttp://i.imgur.com/gpLBY.jpghttp://i.imgur.com/aGdzf.jpg
    (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:http://i.imgur.com/wmdtO.jpg
    Natural:http://i.imgur.com/zt9Fe.jpg
    Third:http://i.imgur.com/2F60Q.jpg
    Forth:http://i.imgur.com/660D2.jpg
    Fifth:http://i.imgur.com/Cb2if.jpg
    Middle:http://i.imgur.com/q0tEC.jpg

    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)

    Posted in: Melee Development
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    posted a message on How to make egg act like in BW?

    Hello Mapster, I'm a member of the map making team TPW (Icetoad, on this site my account is GoldGod). I am thinking of using eggs that worked like in BW, but the problem is that worker can not cut throw it. I am able to make eggs that can be destroy, but this is only a part of what I want. Being a melee map maker makes me kinda bad at data and trigger. My request:

    -Make neutral zerg egg to act like in BW. So worker can pass throw it, but not other unit.

    -No use of Trigger, so only data and nothing that can change unit status in term of gameplay.

    -No use of Campaign dependencies

    This would help me a lot and I thank you already in advance if any of you could make it work for me.

    Posted in: Data
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    posted a message on [M] (2) LoS_Althea

    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 :)

    Posted in: Melee Development
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    posted a message on LoS_Artemis

    Thank you very much for the comment. The map is now a Top 5 finalist for MoTM#8 (Map of the Month). The middle should maybe get a new middle type.

    Posted in: Melee Development
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    posted a message on LoS_Artemis

    LoS_Artemis
    On NA
    Published by Icetoad (me)
    Finalist for MoTM#8
    Hey guys,
    Finally a new map from LoS. :P

    Intro
    This map was created from an idea that I was making for a 2 player map, but there was some problem with it, so I decided to copy paste a part of the map and make it a 4 player map.
    Theme
    The theme of this map is a Greek style, I had visited 1 year ago Greece and I really liked the country and all (food). What really marked me was the landscape and the ruins of the ancient Greece. The landscape was a wasteland in term of starcraft and I taught that I could really well make it look like it. I added a bit of special touch in some part of the map.
    Textured used:
    Tarsonis Cracks
    Tarsonis Dirt
    Haven Grass Rocky
    Tarsonis Grass
    Aiur Small Bricks
    Aiur Large Bricks
    Meinhoff Sand Dunes
    Valhalla Rock
    Overview
    http://i.imgur.com/3gGuG.jpg
    Main
    http://i.imgur.com/cU4pj.jpg
    Natural
    http://i.imgur.com/c9EOH.jpg
    Third
    http://i.imgur.com/YsTuk.jpg
    Forth
    http://i.imgur.com/qXozH.jpg
    Middle
    http://i.imgur.com/2OdWz.jpg\\ Nice picture\\ [url=http:imgur.com/tPrae]http://i.imgur.com/XYqiy.jpg http://i.imgur.com/a085K.jpg
    Analyzer:
    http://i.imgur.com/EQ7vA.jpg
    http://i.imgur.com/iLVSF.jpg
    http://i.imgur.com/itw0h.jpg
    http://i.imgur.com/rHdKs.jpg
    http://i.imgur.com/CgouV.jpg

    I hope you like it and helps people want to join LoS.
    LoS is right now working on a logo, banner and website. This map will be submitted to MoTM#8 and I hope this time LoS can make a big opening, probably not like TPW, but still.[code]
    Here is the link to TL thread:http://www.teamliquid.net/forum/viewmessage.php?topic_id=247261

    Posted in: Melee Development
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