G_Wen Profile Joined September 2009 Canada 517 Posts #2 Looks good, I like how close positions play a bit like scrap station with more protected mains. ESV Mapmaking Team

iGrok Profile Blog Joined October 2010 United States 5008 Posts #3 Once again, you'd created a work of art. Hope it doesn't lag this time :p MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD

Archvil3 Profile Joined September 2010 Denmark 989 Posts #4 Them looks, them looks! Another 'fuck killing the opponent, I'm gonna chill here and look at the aesthetics for awhile -maps by ProdiG ;-) Let thy speech be better than silence, or be silent.

GinDo Profile Blog Joined September 2010 3325 Posts #5 Nice piece. The only thing i don't like are the destructible rocks blocking the third which I find kind of silly and Blizzard-ish. Their really aren't any valid reasons to have that their. Blocking islands like in BW is cool, but Thirds are so essential and putting rocks slows down the pace of the game and is a simple nusence without actually adding anything to the dynamics of the game.



As for the Destructible Xelnagas to get gold. Sweet idea, though personally I am against the implementation of Xelnagas. Vision should be given to those who actively move about the map and obtain it Imo. But sweet map none the less. ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ

prodiG Profile Blog Joined January 2010 Canada 2015 Posts #6 On March 08 2011 06:56 GinDo wrote:

Nice piece. The only thing i don't like are the destructible rocks blocking the third which I find kind of silly and Blizzard-ish. Their really aren't any valid reasons to have that their. Blocking islands like in BW is cool, but Thirds are so essential and putting rocks slows down the pace of the game and is a simple nusence without actually adding anything to the dynamics of the game.



As for the Destructible Xelnagas to get gold. Sweet idea, though personally I am against the implementation of Xelnagas. Vision should be given to those who actively move about the map and obtain it Imo. But sweet map none the less.

The rocks were added to deter Terrans from lifting to the gold. I wanted the player to have to commit more than just a CC to take the expansion, however still have the base be easy to take for other races which is why they have 1 armor and 1500 life rather than the blizzard standard 2000 life and 3 armor. The rocks were added to deter Terrans from lifting to the gold. I wanted the player to have to commit more than just a CC to take the expansion, however still have the base be easy to take for other races which is why they have 1 armor and 1500 life rather than the blizzard standard 2000 life and 3 armor. ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir

dezi Profile Blog Joined April 2010 Germany 1477 Posts #7 Easily the best map using this tileset and a very good usage of the campaign doodads. Looking forward to see this map on EU and to get reps TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU

prodiG Profile Blog Joined January 2010 Canada 2015 Posts #8 On March 08 2011 07:03 dezi wrote:

Easily the best map using this tileset and a very good usage of the campaign doodads. Looking forward to see this map on EU and to get reps Easily the best map using this tileset and a very good usage of the campaign doodads. Looking forward to see this map on EU and to get reps

Will be playing this map in tomorrow's IMS and uploading it on EU afterward pending any changes! Will be playing this map in tomorrow's IMS and uploading it on EU afterward pending any changes! ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir

Griffith` Profile Joined September 2010 714 Posts #9 sick looking map! I wish i knew how to tile as well as you griffith.583 (NA)

adso Profile Joined March 2011 718 Posts #10 thank you for eu <3

prodiG Profile Blog Joined January 2010 Canada 2015 Posts #11 On March 08 2011 07:13 Griffith` wrote:

sick looking map! I wish i knew how to tile as well as you

Just takes practice!







...and time. Lots of it. t.t Just takes practice!...and time. Lots of it. t.t ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir

SidianTheBard Profile Joined October 2010 United States 2208 Posts Last Edited: 2011-03-07 22:33:09 #12





3 & 9 Mains are able to get hit by 1 siege tank. (plus not sure I like it since almost the whole main can be hit.)



+ Show Spoiler +



+ Show Spoiler +



Not sure if you want this but the destructible rocks can easily be hit by ranged units while in the main, makes me wonder if you should even include them? (yes the marine & marauder both can hit the rocks)



+ Show Spoiler +

Textures look amazing, doodads look amazing, I'm almost thinking it might be better to have 9 & 12, then 3 & 6 not able to spawn in instead of how you have it now.



Also wondering the reason behind the 3rd with 7 minerals and 1 gas. You take away 1/2 the gas from the expo but only 1/8 of the minerals? Doing so makes it favor terran so much more. Why not do 2 gas & 6 minerals or 1 gas with 5 or 6 minerals to even it out a little more. Couple things I've noticed which I'm not sure about.3 & 9 Mains are able to get hit by 1 siege tank. (plus not sure I like it since almost the whole main can be hit.)Not sure if you want this but the destructible rocks can easily be hit by ranged units while in the main, makes me wonder if you should even include them? (yes the marine & marauder both can hit the rocks)Textures look amazing, doodads look amazing, I'm almost thinking it might be better to have 9 & 12, then 3 & 6 not able to spawn in instead of how you have it now.Also wondering the reason behind the 3rd with 7 minerals and 1 gas. You take away 1/2 the gas from the expo but only 1/8 of the minerals? Doing so makes it favor terran so much more. Why not do 2 gas & 6 minerals or 1 gas with 5 or 6 minerals to even it out a little more. 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.

PredY Profile Joined September 2009 Czech Republic 1731 Posts #13 looks great but a bit small

also looks like ZvT on 3v6 will be kinda tough when T sets up a contain at xelnaga and denying zerg's 3rd base. maybe add a backdoor path since 3v12 can't happen anyway? http://www.twitch.tv/czelpredy

aeoliant Profile Blog Joined June 2010 Canada 360 Posts #14 this map looks really good! congrats. i don't really like the destructible rocks at the 3rd but maybe thats just me because i hate expanding to another main/nat and not my third (gogo terran turtle)

prodiG Profile Blog Joined January 2010 Canada 2015 Posts Last Edited: 2011-03-07 22:47:16 #15 On March 08 2011 07:23 SidianTheBard wrote:

Couple things I've noticed which I'm not sure about.





3 & 9 Mains are able to get hit by 1 siege tank. (plus not sure I like it since almost the whole main can be hit.)



+ Show Spoiler +



+ Show Spoiler +



Not sure if you want this but the destructible rocks can easily be hit by ranged units while in the main, makes me wonder if you should even include them? (yes the marine & marauder both can hit the rocks)



+ Show Spoiler +

Textures look amazing, doodads look amazing, I'm almost thinking it might be better to have 9 & 12, then 3 & 6 not able to spawn in instead of how you have it now.



Also wondering the reason behind the 3rd with 7 minerals and 1 gas. You take away 1/2 the gas from the expo but only 1/8 of the minerals? Doing so makes it favor terran so much more. Why not do 2 gas & 6 minerals or 1 gas with 5 or 6 minerals to even it out a little more. Couple things I've noticed which I'm not sure about.3 & 9 Mains are able to get hit by 1 siege tank. (plus not sure I like it since almost the whole main can be hit.)Not sure if you want this but the destructible rocks can easily be hit by ranged units while in the main, makes me wonder if you should even include them? (yes the marine & marauder both can hit the rocks)Textures look amazing, doodads look amazing, I'm almost thinking it might be better to have 9 & 12, then 3 & 6 not able to spawn in instead of how you have it now.Also wondering the reason behind the 3rd with 7 minerals and 1 gas. You take away 1/2 the gas from the expo but only 1/8 of the minerals? Doing so makes it favor terran so much more. Why not do 2 gas & 6 minerals or 1 gas with 5 or 6 minerals to even it out a little more.

Thanks for the feeback, Sidian! I hadn't actually tested the tanks in-game, only via the editor and it looked like they just barely missed it. As for the rocks, I had intended for them to be able to be hit by tanks but not Marines and Marauders. I think what may have happened is I moved the rocks a bit too close after I had moved the rocks away to texture the terrain underneath. I'll be sure to fix the tanks hitting the CC issue and fix the rocks as I intended them to work, however the rest of the main getting sieged is something players I think should have to look out for since that is terrain that if you lose control of you're pretty screwed as it is.



Thanks for the feeback, Sidian! I hadn't actually tested the tanks in-game, only via the editor and it looked like they just barely missed it. As for the rocks, I had intended for them to be able to be hit by tanks but not Marines and Marauders. I think what may have happened is I moved the rocks a bit too close after I had moved the rocks away to texture the terrain underneath. I'll be sure to fix the tanks hitting the CC issue and fix the rocks as I intended them to work, however the rest of the main getting sieged is something players I think should have to look out for since that is terrain that if you lose control of you're pretty screwed as it is. On March 08 2011 07:33 PredY wrote:

looks great but a bit small

also looks like ZvT on 3v6 will be kinda tough when T sets up a contain at xelnaga and denying zerg's 3rd base. maybe add a backdoor path since 3v12 can't happen anyway?

Zerg players who are worried about this possibility can take down the tower in the early stages in the game. Beyond that, a contain in that area is no different than any other map. Zerg players who are worried about this possibility can take down the tower in the early stages in the game. Beyond that, a contain in that area is no different than any other map. ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir

EatThePath Profile Blog Joined September 2009 United States 3939 Posts #16 I was already impressed with the beta version I saw on your stream. This is quite the addition to the pantheon. Was there a specific problem in testing that made you put that small hole in front of the gold watchtowers? I thought the amount of space before was good.



Your considerations on differentiating the destructible towers is very sharp and forward-looking, I applaud you for that. I imagine we could see a lot more of that in the future. So... is there going to be a tutorial? =D Comprehensive strategic intention: DNE

Antares777 Profile Joined June 2010 United States 1971 Posts #17 Firstly, this title set is disgusting, but this map is beautiful!



Secondly, destructible XWTs are the coolest idea ever!



I'm not so sure about the lowered Supply Depots at the bottom of the ramp. Didn't Blizzard make it so that three buildings were needed to wall it off now anyway? I'm assuming it's destructible. I don't see the logic in blocking a half-expansion with destructible rocks, it's only a half-expansion imho.



Also, the high res image is 2250x2250 not 3000x3000. Imgur doesn't upload anything in higher quality than that I'm pretty sure. Also it says "g937D.jpg 2250x2250 pixels".

Ribbon Profile Blog Joined April 2010 United States 5278 Posts #18 I always have to endorse a map that does something creative. Destructible XNTs are a great idea, and I'm intrigued to see how they play out. The map also just looks awesome.

prodiG Profile Blog Joined January 2010 Canada 2015 Posts Last Edited: 2011-03-07 23:09:37 #19 On March 08 2011 07:46 EatThePath wrote:

I was already impressed with the beta version I saw on your stream. This is quite the addition to the pantheon. Was there a specific problem in testing that made you put that small hole in front of the gold watchtowers? I thought the amount of space before was good.



Your considerations on differentiating the destructible towers is very sharp and forward-looking, I applaud you for that. I imagine we could see a lot more of that in the future. So... is there going to be a tutorial? =D

I felt that the terrain there was a little bit too open once the towers were broken down so I decided that I'd try adding a tiny hole. That aspect of the map is very much up for debate and could be removed pending further testing.



I had actually tried to play with the animations on the Xel'Naga Tower so they looked a little bit different as well, but I couldn't figure it out and decided to stick with what I had working before I broke anything else. I may post a tutorial in the future ;d



I felt that the terrain there was a little bit too open once the towers were broken down so I decided that I'd try adding a tiny hole. That aspect of the map is very much up for debate and could be removed pending further testing.I had actually tried to play with the animations on the Xel'Naga Tower so they looked a little bit different as well, but I couldn't figure it out and decided to stick with what I had working before I broke anything else. I may post a tutorial in the future ;d On March 08 2011 07:48 Antares777 wrote:

Firstly, this title set is disgusting, but this map is beautiful!



Secondly, destructible XWTs are the coolest idea ever!



I'm not so sure about the lowered Supply Depots at the bottom of the ramp. Didn't Blizzard make it so that three buildings were needed to wall it off now anyway? I'm assuming it's destructible. I don't see the logic in blocking a half-expansion with destructible rocks, it's only a half-expansion imho.



Also, the high res image is 2250x2250 not 3000x3000. Imgur doesn't upload anything in higher quality than that I'm pretty sure. Also it says "g937D.jpg 2250x2250 pixels".

This tileset definitely demands a TON of time invested into it to make it look good, which was part of the reason why I wanted to use it originally. This tileset and making a 45 degree map are a bit of a challenge in their own right and ultimately it turned into me putting it off forever, but it's done now! ;D



Even though blizzard made the change, the ramps can be blocked by a pair of bunkers or three pylons rather than the two like it used to be. With the depots added, they have to be shot down to make a full wall around the ramp (They are destructible).



And I had no idea imgur didn't go that high. That explains a lot





Destiny v1.1 is up

-Changed destructible debris to a smaller model & footprint so short range units cannot hit them from main

-Main CC can no longer be hit by Siege Tanks from lowground

-Fixed some pathing errors

-Thirds reduced to 6 minerals and 1 gas

Thanks to SidianTheBard for spotting some of these!







This tileset definitely demands a TON of time invested into it to make it look good, which was part of the reason why I wanted to use it originally. This tileset and making a 45 degree map are a bit of a challenge in their own right and ultimately it turned into me putting it off forever, but it's done now! ;DEven though blizzard made the change, the ramps can be blocked by a pair of bunkers or three pylons rather than the two like it used to be. With the depots added, they have to be shot down to make a full wall around the ramp (They are destructible).And I had no idea imgur didn't go that high. That explains a lot-Changed destructible debris to a smaller model & footprint so short range units cannot hit them from main-Main CC can no longer be hit by Siege Tanks from lowground-Fixed some pathing errors-Thirds reduced to 6 minerals and 1 gasThanks to SidianTheBard for spotting some of these! ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir

OverZero Profile Blog Joined December 2010 United States 271 Posts #20 Definetly going to check this one out tonight!!! Love what you've been doing so far prodiG and I look forward to more great maps in the future!! PLAGUUUUUUU <My Stream: twitch.tv/paullolol > Check it out some time!!!

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