saddaromma Profile Joined April 2013 899 Posts #2 Wow, these are awesome. Everyone of them has distinctive style and originality.GJ man!

algue Profile Joined July 2011 France 1394 Posts Last Edited: 2013-10-12 17:43:05 #3 Earthquake looks awesome. Most of your other map are nice but you should put more work into the aesthetic and the way the ramps are placed, it feels like most of the maps are too narrow



However I could totally see earthquake as a really good map to play with a few minor changes rly ?

Meavis Profile Blog Joined September 2011 Netherlands 1296 Posts #4 Thanks guys, one of my current projects is a rework of earthquake, but there are numerous issues im running in to.

such as being limited to 3height layers (main and nat on same now), the rush distance to forward bases is to short (somewhere around 40 seconds), increasing that distance leads to a huge map, and ofcourse, having to rotate the map a bit to make the ramps work.



and yes, my aesethetics are really bad TT. Ex organizer of Starcraft Mapmaking Association, currently retired.

algue Profile Joined July 2011 France 1394 Posts Last Edited: 2013-10-12 18:46:37 #5 On October 13 2013 02:49 19Meavis93 wrote:

Thanks guys, one of my current projects is a rework of earthquake, but there are numerous issues im running in to.

such as being limited to 3height layers (main and nat on same now), the rush distance to forward bases is to short (somewhere around 40 seconds), increasing that distance leads to a huge map, and ofcourse, having to rotate the map a bit to make the ramps work.



and yes, my aesethetics are really bad TT.



did you think about just doing this :

+ Show Spoiler +



- wasted air space reduced [Check]

- Only 45 degree ramps [Check]

- Bridges [check]

- long rush distance [Check]

- you can always take an expo further away from your opponent [Check]

- base layout : still the same

- you only need 2 height layers - wasted air space reduced [Check]- Only 45 degree ramps [Check]- Bridges [check]- long rush distance [Check]- you can always take an expo further away from your opponent [Check]- base layout : still the same- you only need 2 height layers did you think about just doing this : rly ?

Meavis Profile Blog Joined September 2011 Netherlands 1296 Posts #6 On October 13 2013 03:42 algue wrote:

Show nested quote +

On October 13 2013 02:49 19Meavis93 wrote:

Thanks guys, one of my current projects is a rework of earthquake, but there are numerous issues im running in to.

such as being limited to 3height layers (main and nat on same now), the rush distance to forward bases is to short (somewhere around 40 seconds), increasing that distance leads to a huge map, and ofcourse, having to rotate the map a bit to make the ramps work.



and yes, my aesethetics are really bad TT.



did you think about just doing this :

+ Show Spoiler +



- wasted air space reduced [Check]

- Only 45 degree ramps [Check]

- Bridges [check]

- long rush distance [Check]

- you can always take an expo further away from your opponent [Check]

- base layout : still the same

- you only need 2 height layers - wasted air space reduced [Check]- Only 45 degree ramps [Check]- Bridges [check]- long rush distance [Check]- you can always take an expo further away from your opponent [Check]- base layout : still the same- you only need 2 height layers did you think about just doing this :



sort of yes, this is very similair to the current rework which just as your concept shows, has a huge open middle and a rush distance that might be a little to much, I'll try experimenthing a bit with what you suggested on the original map scale. sort of yes, this is very similair to the current rework which just as your concept shows, has a huge open middle and a rush distance that might be a little to much, I'll try experimenthing a bit with what you suggested on the original map scale. Ex organizer of Starcraft Mapmaking Association, currently retired.

Meavis Profile Blog Joined September 2011 Netherlands 1296 Posts #7



any comments/thoughts? 3rd seems rather near with the new rocks, considering moving them to old positions. okay, here's what I got for the rework so far.any comments/thoughts? 3rd seems rather near with the new rocks, considering moving them to old positions. Ex organizer of Starcraft Mapmaking Association, currently retired.

Meavis Profile Blog Joined September 2011 Netherlands 1296 Posts #8



Decided I will settle with this for now Ex organizer of Starcraft Mapmaking Association, currently retired.

Uvantak Profile Blog Joined June 2011 Uruguay 1380 Posts #9



Other thing would be to add a reaper bridge into the main base because in the current form there's no way a reaper could enter the main bases and as you know scouting is a important thing.



Also the thirds (2 gas ones) seem to be quite far away, and that could generate problems for zerg, well not "problems" per sé but zergs could cry about how they can't get their 3 hatch before pool and stuff, also it looks hard for a zerg player to break into the third of a terran of protoss, this just by the feeling the map gets on my since idk if the map is already published, is it? It looks quite good tbh but i would soften up the textures of the edges a bit, also add more small chiseled rocks around the big ones and other areas of the map like i did in Star Sapphire and Crystal Empire + Show Spoiler + Other thing would be to add a reaper bridge into the main base because in the current form there's no way a reaper could enter the main bases and as you know scouting is a important thing.Also the thirds (2 gas ones) seem to be quite far away, and that could generate problems for zerg, well not "problems" per sé but zergs could cry about how they can't get their 3 hatch before pool and stuff, also it looks hard for a zerg player to break into the third of a terran of protoss, this just by thethe map gets on my since idk if the map is already published, is it? @Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.

Xiphias Profile Blog Joined May 2010 Norway 2219 Posts #10 Is "In the dark" published? Would be nice to calculate rush distances for Starbow usage. aka KanBan85. Working on Starbow.

Meavis Profile Blog Joined September 2011 Netherlands 1296 Posts #11 On October 21 2013 00:55 Xiphias wrote:

Is "In the dark" published? Would be nice to calculate rush distances for Starbow usage.

gonna re-upload it if it isn't allready, beware though that map is fucking huge. gonna re-upload it if it isn't allready, beware though that map is fucking huge. Ex organizer of Starcraft Mapmaking Association, currently retired.

Meavis Profile Blog Joined September 2011 Netherlands 1296 Posts #12 On October 20 2013 23:47 Uvantak wrote:

It looks quite good tbh but i would soften up the textures of the edges a bit, also add more small chiseled rocks around the big ones and other areas of the map like i did in Star Sapphire and Crystal Empire



Other thing would be to add a reaper bridge into the main base because in the current form there's no way a reaper could enter the main bases and as you know scouting is a important thing.



Also the thirds (2 gas ones) seem to be quite far away, and that could generate problems for zerg, well not "problems" per sé but zergs could cry about how they can't get their 3 hatch before pool and stuff, also it looks hard for a zerg player to break into the third of a terran of protoss, this just by the feeling the map gets on my since idk if the map is already published, is it? It looks quite good tbh but i would soften up the textures of the edges a bit, also add more small chiseled rocks around the big ones and other areas of the map like i did in Star Sapphire and Crystal Empire + Show Spoiler + Other thing would be to add a reaper bridge into the main base because in the current form there's no way a reaper could enter the main bases and as you know scouting is a important thing.Also the thirds (2 gas ones) seem to be quite far away, and that could generate problems for zerg, well not "problems" per sé but zergs could cry about how they can't get their 3 hatch before pool and stuff, also it looks hard for a zerg player to break into the third of a terran of protoss, this just by thethe map gets on my since idk if the map is already published, is it?



Thanks for the feedback, also completely forgot about making it reaper viable which is kind of silly to forget.

as for the 3rd it's kinda situational I feel, the far 3rd should be viable when not expecting pressure but if you don't feel safe you can always take the close half base and a fast 4th for 3 and a half base which wont open much more attack paths. Thanks for the feedback, also completely forgot about making it reaper viable which is kind of silly to forget.as for the 3rd it's kinda situational I feel, the far 3rd should be viable when not expecting pressure but if you don't feel safe you can always take the close half base and a fast 4th for 3 and a half base which wont open much more attack paths. Ex organizer of Starcraft Mapmaking Association, currently retired.

Meavis Profile Blog Joined September 2011 Netherlands 1296 Posts #13

+ Show Spoiler +



tell me what you guys think



and welp spoilers broke in main post Updating this with my other TLMC entry and a current ongoing project to rework lost temple.tell me what you guys thinkand welp spoilers broke in main post Ex organizer of Starcraft Mapmaking Association, currently retired.

Meavis Profile Blog Joined September 2011 Netherlands 1296 Posts Last Edited: 2013-11-10 17:04:49 #14

+ Show Spoiler +





last one lacks some finishing thoughs, and as always would love feedback.

also would be really nice if someone could help me fix the OP. another few, forgot about having this one, and 2 new oneslast one lacks some finishing thoughs, and as always would love feedback.also would be really nice if someone could help me fix the OP. Ex organizer of Starcraft Mapmaking Association, currently retired.

Meavis Profile Blog Joined September 2011 Netherlands 1296 Posts Last Edited: 2013-12-26 13:52:09 #15



Eira(4)





Ashenvale forest(4)





Dune trenches (4)(2v2)

Updating with a few new maps Ex organizer of Starcraft Mapmaking Association, currently retired.

moskonia Profile Joined January 2011 Israel 1448 Posts #16 What's up with the tiny images?

Meavis Profile Blog Joined September 2011 Netherlands 1296 Posts Last Edited: 2013-12-26 16:20:13 #17 I can't into thread, I'll try figure whats going on

edit: should be fixed now and the main thread aswell, without changing anything, I have no idea what im doing. Ex organizer of Starcraft Mapmaking Association, currently retired.

Meavis Profile Blog Joined September 2011 Netherlands 1296 Posts #18





the biggest reason for the rework was the overal map scale which led to very short rush distances on the previous one. decided to touch up Earthquake a bit, version 3.0 is here now uploaded as Earthquake REthe biggest reason for the rework was the overal map scale which led to very short rush distances on the previous one. Ex organizer of Starcraft Mapmaking Association, currently retired.

Meavis Profile Blog Joined September 2011 Netherlands 1296 Posts #19 okay, huge update, added a lot of maps and cleaned the thread up a bit Ex organizer of Starcraft Mapmaking Association, currently retired.

JessicaSc2 Profile Joined February 2014 Poland 123 Posts #20 These maps are so damn good. I don't understand why some ugly ass maps like for instance Dadelaus Point are featured on ladder while these maps rust here?

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