Hexe Profile Joined August 2014 United States 332 Posts Last Edited: 2016-08-15 00:48:04 #2 I love the middle of the map. The cavity or hole right in the center, coupled with the great aesthetics, makes it a memorable location. It's been a long time since I've seen something stand out this much on the tl forums.



The lighting however makes the map look flat, and I think it needs to be toned down. Its very hard for me to look at the images let alone play.



edit: all around gorgeous details and look

Avexyli Profile Blog Joined April 2014 United States 686 Posts #3 This map makes me...



wet. AVEX - 1st place TLMC8 & 9 (and 3rd and 4th, respectively), 2nd place TLMC11, 3x Finalist of TLMC7 (5th), 3x Finalist of TLMC10 (5th)

-NegativeZero- Profile Joined August 2011 United States 2101 Posts #4 decoration is fantastic, do units float upwards upon death like on abyssal city? i maek map

SidianTheBard Profile Joined October 2010 United States 2208 Posts Last Edited: 2016-08-15 03:19:17 #5



There was a couple different lighting I was looking at though, especially using a type of light that really made the colors pop. I went with the Abyssal City type lighting just because I wanted to try to give it an "underwater" type lighting.



Lighting Examples:

+ Show Spoiler +

Current:





Another Option:





Colors Pop:











@Avexyli - Ba da tshhh. =P



@Negative - Yup, very low gravity so somethings will float up. =) @Hexe - I could play around with the bloom effect a little bit to try to make it not so noticeable. I basically used the same lighting as Abyssal City was though, although there are brighter colors in this map so that could be why.There was a couple different lighting I was looking at though, especially using a type of light that really made the colors pop. I went with the Abyssal City type lighting just because I wanted to try to give it an "underwater" type lighting.Lighting Examples:@Avexyli - Ba da tshhh. =P@Negative - Yup, very low gravity so somethings will float up. =) Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.

Isarios Profile Joined March 2014 United States 153 Posts #6 so, do i get water effects and things also on this map?? Blahhh

Woobz Profile Joined August 2016 Canada 23 Posts #7 I think it would be a lot more interesting if the middle of the map was more open. Most of the map is narrow paths and the line of sight blockers/narrowness of the center doesn't help. Great aesthetics though! Really pretty!

Knatterking Profile Joined April 2014 Germany 405 Posts Last Edited: 2016-08-15 18:33:25 #8 Siiiiiick, I love it



Edit: How will you wall-off as Protoss?

SidianTheBard Profile Joined October 2010 United States 2208 Posts #9 @Isarios - Well, some units will "float" up when they did (like in abyssal city), there are also some random fish swimming by. By your natural, some fish even swim up to your minerals!



@Woobz - I'd be tempted to remove the smaller batch of sight blockers in the middle and possibly open it up a tiny bit. I think I'd almost prefer to open the edges around the outside of the map more to hopefully make players want to use the outside rather then quickly rushing through the middle.



@Knatterking - I included a picture of a possible wall-off for Protoss under the "Natural" section. You can wall off with 3 gateways + 1 zeal completely. Or you can wall off the rock side with just 1 pylon and watch the ramp. I thinking it's good enough but time will tell.



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Thanks for all the kind words about the aesthetics guys, appreciate it! =) Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.

Ve5pa Profile Joined December 2014 United Kingdom 251 Posts #10 Just gorgeous...

SidianTheBard Profile Joined October 2010 United States 2208 Posts Last Edited: 2016-08-16 02:16:55 #11 I haven't done these yet, but it might be a possibility.



Remove some of the Sight blockers in the middle and made the giant hole in the middle a tiny bit smaller to make the middle not as choked.

+ Show Spoiler +







Re-arrange the gas on the natural to put both of them by your main, this allows me to move the ramp down (to make room for the changes to the forward 3rd) as well as move the actual natural base a tiny bit. Add rocks that cover 1/2 the ramp, thus you can easily 3warp gate to completely wall off if wanted.

+ Show Spoiler +







Change up the gas position of the forward third, add a 3x ramp that connects to the 3rd (makes rotating/flow of the map a ton better), and got rid of the watchtower.

+ Show Spoiler +







___



I've also had a ton of feedback regarding the lighting of the map. I'm still torn on this as I think the way it looks now makes it really have that "underwater" feel, yet it might be a little uncomfortable to play on, which is something that would need fixing.

___



How the new overview would like like:







Again, these are just some thoughts I'm thinking of as I get more and more feedback. I probably won't go through with any of them immediately but just letting people know I am open to suggestions. =)



Thanks again all! Couple of changes I'm contemplating on doing.Remove some of the Sight blockers in the middle and made the giant hole in the middle a tiny bit smaller to make the middle not as choked.Re-arrange the gas on the natural to put both of them by your main, this allows me to move the ramp down (to make room for the changes to the forward 3rd) as well as move the actual natural base a tiny bit. Add rocks that cover 1/2 the ramp, thus you can easily 3warp gate to completely wall off if wanted.Change up the gas position of the forward third, add a 3x ramp that connects to the 3rd (makes rotating/flow of the map a ton better), and got rid of the watchtower.___I've also had a ton of feedback regarding the lighting of the map. I'm still torn on this as I think the way it looks now makes it really have that "underwater" feel, yet it might be a little uncomfortable to play on, which is something that would need fixing.___How the new overview would like like:Again, these are just some thoughts I'm thinking of as I get more and more feedback. I probably won't go through with any of them immediately but just letting people know I am open to suggestions. =)Thanks again all! Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.

Avexyli Profile Blog Joined April 2014 United States 686 Posts #12 I still have concerns that the nautral is too difficult to wall off. You'd need to cut away from the terrain, more likely from the side from the main. AVEX - 1st place TLMC8 & 9 (and 3rd and 4th, respectively), 2nd place TLMC11, 3x Finalist of TLMC7 (5th), 3x Finalist of TLMC10 (5th)

Fatam Profile Joined June 2012 1986 Posts Last Edited: 2016-08-16 19:05:58 #13 looks like a somewhat standard wall is possible with the proposed changes. you could pylon+3x3+3x3 the ramp and pylon+adept the small opening nearby. Or maybe even less buildings are required than that. Hard to tell from overview. But I think at the most you are building the same # of buildings you would for a normal wall. Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime

EatThePath Profile Blog Joined September 2009 United States 3939 Posts #14 Good changes sid, looking great. Not sure you need the rocks on the nat ramp, maybe just add a tree/barnacle to reduce the wall by 1 square and shift the big rocks on the 2nd entrance by 1 square? Seems really easy to defend the nat now, and the base density is really high until 5 bases, so I don't think you should make it an "auto" macro map. Comprehensive strategic intention: DNE

SidianTheBard Profile Joined October 2010 United States 2208 Posts Last Edited: 2016-08-17 00:00:02 #15



Also made the choke outside your main ramp a little bigger so if siege tanks get behind the rocks they shouldn't be as devastating. Plus, doing it this way I get some more "coral pod" locations...so more colors & fish!!! =)











New Overview I"m playing around with: Basically changed up the 6/12 bases to make it much more opened. It makes it a much better option for zerg as a 4th (maybe 3rd?) and I could now see terran taking it as a 4th since it'd be pretty close to how you rally your units anyway. It does make it a lot less choked off to help with army movement, but just weighing my thoughts.Also made the choke outside your main ramp a little bigger so if siege tanks get behind the rocks they shouldn't be as devastating. Plus, doing it this way I get some more "coral pod" locations...so more colors & fish!!! =) Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.

Isarios Profile Joined March 2014 United States 153 Posts #16 Btw. You made Habitation station? The Scarlett, sos and bomber games map? That map was fun for the shake up.



Cool! Yay for fish!



That whole rock placed on the natural into that other expansion just really reminds me of the map that's already in the map pool with that gold. And its kinda clunky.



As a "noob" this map is extremely confusing as to where to take a 3rd. That close 3rd is so attackable from the ledge that you can't easily defend. The other option is blocked by those rocks. And the far one is... pretty far.

So... I'm totally lost. I can't see a viable 3rd on this map. And viable 3rds are really important for Zerg and Protoss atm. Most Protoss builds want a fast 3rd.



The far corners of the map are sooooooo far away. They feel like they won't get used much. Sure its an easy 5th base, but that's not even a good thing: its hard to get a 3rd, and giving free 5th bases is not great for the game either.



I think you should avoid creating that double entrance with the rocks. It looks extremely forced and it creates too many problems. You could then put the 3rd on the same layer as the 2nd, making a ramp situation to attack into the 3rd. Which might be more interesting. ex. King Sejong is a low ground 3rd, vs a high ground 3rd. Blahhh

SidianTheBard Profile Joined October 2010 United States 2208 Posts Last Edited: 2016-08-26 02:12:33 #17







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Natural change:

+ Show Spoiler +









---



@Isarios

Yeah, not sure if 3rds are still too difficult to take. When you take the low ground 3rd, yes you have to defend the high ground behind you but it's pretty easy to rotate army up that way. Also, unless they drop it's going to take awhile to move an army there unless they take down the rocks. I also added a couple little doodads/cliffs by the 3rd hugging your main to make that possibly a little more desirable.



Also, added more colors, more fish, more bubbles & a little bit more fog in areas. Because why not! =P Few minor changes. Still playing around with the natural. Added a couple different doodads to create a little more chokes around the corner bases and the 3rd that hugs the main.---Natural change:---@IsariosYeah, not sure if 3rds are still too difficult to take. When you take the low ground 3rd, yes you have to defend the high ground behind you but it's pretty easy to rotate army up that way. Also, unless they drop it's going to take awhile to move an army there unless they take down the rocks. I also added a couple little doodads/cliffs by the 3rd hugging your main to make that possibly a little more desirable.Also, added more colors, more fish, more bubbles & a little bit more fog in areas. Because why not! =P Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.

Fatam Profile Joined June 2012 1986 Posts Last Edited: 2016-08-26 07:36:04 #18



It occurred to me that this is almost a "guaranteed 3 base map" even with the new nat, by that I mean that aggression before 3 base seems like it would be extremely uncommon, due to how both sets of rocks make most attacks have a super long rush distance or time invested, and also the way that back path is setup makes the attacker have an awkward angle/shitty concave. Of course the 3rds aren't super easy so it could be more a game of denying people's 3rds rather than the game actually always reaching 3 base, but that nat seems hard to attack.



Now granted, 2 base being hard to take down may not even be a bad thing. More of a "how much range of games do I want my map to have" thing. In the TLMC map tourney it was the general consensus that longer games = better games. Korhal Killzone still sits at the bar and gets shitfaced over this fact, amirite? So maybe this is not even close to turtley enough lol, better tighten up those 3rd chokes. New nat is better than the 2 rock version for sure.It occurred to me that this is almost a "guaranteed 3 base map" even with the new nat, by that I mean that aggression before 3 base seems like it would be extremely uncommon, due to how both sets of rocks make most attacks have a super long rush distance or time invested, and also the way that back path is setup makes the attacker have an awkward angle/shitty concave. Of course the 3rds aren't super easy so it could be more a game of denying people's 3rds rather than the game actually always reaching 3 base, but that nat seems hard to attack.Now granted, 2 base being hard to take down may not even be a bad thing. More of a "how much range of games do I want my map to have" thing. In the TLMC map tourney it was the general consensus that longer games = better games. Korhal Killzone still sits at the bar and gets shitfaced over this fact, amirite?So maybe this is not even close to turtley enough lol, better tighten up those 3rd chokes. Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime

MrMcScribbles Profile Joined October 2015 United States 21 Posts #19 Great job on the aesthetics overall on this map. It takes a creative mind to really push the bounds on what ppl expect to see when someone sez "starcraft2 map". Great job and keep up the good works.

NsElin Profile Joined May 2015 2 Posts #20 Can I use the sc2 tournament?

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