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
Analyzer:
Some stuff were changed, these analyzer image were from the previous patch.
Aesthetic:
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
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)
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.
Work in Progress LoS banner:
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:
Angled view:
Map Analyzer:
No Summary, can't seem to make work meatpudding version to have summary :(.
Rush Distance: Xel'naga tower range of vision: Nice Pics:
This map will be submit to the TL contest.
I hope you like it and go play on it! :D Feedback are also welcome :)
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 Main Natural Third Forth Middle \\
Nice picture\\
[url=http:imgur.com/tPrae] Analyzer:
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
0
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
Analyzer:
Some stuff were changed, these analyzer image were from the previous patch.
Aesthetic:
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
0
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.
0
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)
0
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.
0
Work in Progress
LoS banner:
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:
Angled view:
Map Analyzer:
No Summary, can't seem to make work meatpudding version to have summary :(.
Rush Distance:
Xel'naga tower range of vision:
Nice Pics:
This map will be submit to the TL contest.
I hope you like it and go play on it! :D Feedback are also welcome :)
0
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.
0
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
Main
Natural
Third
Forth
Middle
\\ Nice picture\\ [url=http:imgur.com/tPrae]
Analyzer:
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