The_Templar Profile Blog Joined January 2011 your Country 52605 Posts Last Edited: 2012-02-21 22:33:36 #2 + Show Spoiler +



Most of the other ones are OK.

Edit: will keep editing comments.



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The main CC/Nexus/Hatch isn't seigable from the lowground, is it? Other than that this one is pretty cool.



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So, it's a cross between entombed and xel'naga caverns with an inbase nat? Seems interesting, not so sure about the center however.



Due to a warning message from the TL.net bot, I will not be able to post feedback on any other maps (with images) until I am able to find another way to copy/paste maps (something about bandwidth), so I'll just use map names.

Boiling Point: 8 bases, terrible layout due to incredibly close thirds to your opponent, and sick aesthetics.

Grave digger: A lot of unnecessary features, such as the natural ramp, make this map look sort of... bad, to put it bluntly. More small chokes than necessary.

Necrocephalic: What sort of name is that? The main ramp points away from the nat, making it hard to expand there with a wall (necessary for protoss FFE and terran NoGas (sort of)). There are 8 bases, making macro games very difficult. I honestly hope that those cliffs on the edges of the map are not pathable. Rush distances may be a bit short.

Peripheral Fringe: Assuming there are no close positions, this map is pretty awesome.

Warscalator: 5 easy bases defended by 2 ramps, 2 golds in the centers, both mean turtling, ESPECIALLY because the only path is through the center.

Happy mapping Most of the other ones are OK.Edit: will keep editing comments.The main CC/Nexus/Hatch isn't seigable from the lowground, is it? Other than that this one is pretty cool.So, it's a cross between entombed and xel'naga caverns with an inbase nat? Seems interesting, not so sure about the center however.Due to a warning message from the TL.net bot, I will not be able to post feedback on any other maps (with images) until I am able to find another way to copy/paste maps (something about bandwidth), so I'll just use map names.Boiling Point: 8 bases, terrible layout due to incredibly close thirds to your opponent, and sick aesthetics.Grave digger: A lot of unnecessary features, such as the natural ramp, make this map look sort of... bad, to put it bluntly. More small chokes than necessary.Necrocephalic: What sort of name is that?The main ramp points away from the nat, making it hard to expand there with a wall (necessary for protoss FFE and terran NoGas (sort of)). There are 8 bases, making macro games very difficult. I honestly hope that those cliffs on the edges of the map are not pathable. Rush distances may be a bit short.Peripheral Fringe: Assuming there are no close positions, this map is pretty awesome.Warscalator: 5 easy bases defended by 2 ramps, 2 golds in the centers, both mean turtling, ESPECIALLY because the only path is through the center.Happy mapping Moderator Starcraft 3 when

Team .SCA Profile Blog Joined November 2010 United States 327 Posts #3 me gusta mucho! General Manager | Team Ascension | teamascension.co | @T_Ascension

Broodie Profile Blog Joined May 2008 Canada 831 Posts Last Edited: 2012-02-21 23:03:38 #4



I'll address your comments per paragraph:



1. I agree about Caustic Reactor, The double wide ramp will most likely send the game into a 4gate challenge for PvP and I was thinking of adding 4x4 debris to the far side to eliminate this. There ARE two entrances to the mid ground sections of the map, main ramp being 5 across and a back door 2 across, but I'm definitely open to change this, but the changes will still be limiting due to siege lines, please suggest!. As for the narrow aspect I think the areas pan out decently, choking around the Xel'Naga and widening up before the Mid ground ramps, I'm open for suggestions here as well though.

Thanks for the feedback, keep it coming lolI'll address your comments per paragraph:1. I agree about Caustic Reactor, The double wide ramp will most likely send the game into a 4gate challenge for PvP and I was thinking of adding 4x4 debris to the far side to eliminate this. There ARE two entrances to the mid ground sections of the map, main ramp being 5 across and a back door 2 across, but I'm definitely open to change this, but the changes will still be limiting due to siege lines, please suggest!. As for the narrow aspect I think the areas pan out decently, choking around the Xel'Naga and widening up before the Mid ground ramps, I'm open for suggestions here as well though. Would you consider lowering the sight range of the Naga's or just straight up simplifying the center?



2. Acuter Canyon: You've addressed a few concerns I've had here as well, but they are easy fixes ^.^

Im going to consider removing the ability to destroy the watch towers and place them elsewhere ( as of now they currently block the gold.) As for the center I feel as if it should be choked considering the denial possibilities of the gold and how open the map is surrounding it, open for suggestions though. Do you think adding 4x4 rocks to the small backdoor ramp would be a good idea?



3. Secret Machine: No I made sure the main wasn't siegable, before hand it was, but I extended the main and pushed the minerals a bit closer to the nat, and thanks!



4. Xel'Naga Bastion: Check out the Change log haha, I'll be updating the pics for the map soon. In it's current state the Center resembles Antiga Shipyard now, instead of the poorly designed center in that image^



5. Boiling Point: I'll begin some rework asap lol and question: "Sick" in my vocab means awesome lol are we on the same page? and how would you feel about repositioning rocks and adding a backdoor nat?



6. Grave Digger: I agree about the ramp, will change and widen.



7. Necrocephalic <-- Basically means "Dead in the head" lol: I experienced this through testing as well (main ramp) and will play around with it tonight. surprisingly the tests my friends conducted ended up in some nice macro games but I'll see what I can do to further encourage this. And no the high ground cliff is only passable in one location (at the parallel high ground ramps) and it is a straight path.



8. I will work on adjusting alternate pathing.



Once again thanks a lot for the comments Templar they're helping a ton! 2. Acuter Canyon: You've addressed a few concerns I've had here as well, but they are easy fixes ^.^Im going to consider removing the ability to destroy the watch towers and place them elsewhere ( as of now they currently block the gold.) As for the center I feel as if it should be choked considering the denial possibilities of the gold and how open the map is surrounding it, open for suggestions though. Do you think adding 4x4 rocks to the small backdoor ramp would be a good idea?3. Secret Machine: No I made sure the main wasn't siegable, before hand it was, but I extended the main and pushed the minerals a bit closer to the nat, and thanks!4. Xel'Naga Bastion: Check out the Change log haha, I'll be updating the pics for the map soon. In it's current state the Center resembles Antiga Shipyard now, instead of the poorly designed center in that image^5. Boiling Point: I'll begin some rework asap lol and question: "Sick" in my vocab means awesome lol are we on the same page? and how would you feel about repositioning rocks and adding a backdoor nat?6. Grave Digger: I agree about the ramp, will change and widen.7. Necrocephalic SilentLiquid.Broodie - Author of Tango Terminal, Ophilia RE, Cajun Quandary, & The Beneath

The_Templar Profile Blog Joined January 2011 your Country 52605 Posts Last Edited: 2012-02-21 23:33:10 #5 1. I agree about Caustic Reactor, The double wide ramp will most likely send the game into a 4gate challenge for PvP and I was thinking of adding 4x4 debris to the far side to eliminate this. There ARE two entrances to the mid ground sections of the map, main ramp being 5 across and a back door 2 across, but I'm definitely open to change this, but the changes will still be limiting due to siege lines, please suggest!. As for the narrow aspect I think the areas pan out decently, choking around the Xel'Naga and widening up before the Mid ground ramps, I'm open for suggestions here as well though.



I would move one of the mid-bases to low ground and make that area quite open (but not seigable from the other bases!)

Rocks on the main ramp to narrow it is probably the best idea. Also, the xel'naga watch towers are probably a bit too close together, either spread them out or have just 1.





I would move one of the mid-bases to low ground and make that area quite open (but not seigable from the other bases!)Rocks on the main ramp to narrow it is probably the best idea. Also, the xel'naga watch towers are probably a bit too close together, either spread them out or have just 1. 2. Acuter Canyon: You've addressed a few concerns I've had here as well, but they are easy fixes ^.^

Im going to consider removing the ability to destroy the watch towers and place them elsewhere ( as of now they currently block the gold.) As for the center I feel as if it should be choked considering the denial possibilities of the gold and how open the map is surrounding it, open for suggestions though. Do you think adding 4x4 rocks to the small backdoor ramp would be a good idea?



I would personally just add rocks to the tiny ramp into the nat and remove the dot of high ground terrain in the center ^-^



I would personally just add rocks to the tiny ramp into the nat and remove the dot of high ground terrain in the center ^-^

3. Secret Machine: No I made sure the main wasn't siegable, before hand it was, but I extended the main and pushed the minerals a bit closer to the nat, and thanks!



3. Secret Machine: No I made sure the main wasn't siegable, before hand it was, but I extended the main and pushed the minerals a bit closer to the nat, and thanks!



Ok, then I have no problems with it.





Ok, then I have no problems with it. 4. Xel'Naga Bastion: Check out the Change log haha, I'll be updating the pics for the map soon. In it's current state the Center resembles Antiga Shipyard now, instead of the poorly designed center in that image^



Cool ^^

I like how the third/fourth is so similar to the nat/third of XNC, but the inbase nat makes it so much better.





+ Show Spoiler + 5. Boiling Point: I'll begin some rework asap lol and question: "Sick" in my vocab means awesome lol are we on the same page? and how would you feel about repositioning rocks and adding a backdoor nat?



Sick means better than anything I have ever done in this case- and if you see my maps you'll know what I'm talking about- so you have awesome aesthetics compared to your relative mapmaking skill (which is quite good).

In addition to both changes you should also push the thirds back to make them easier to defend.





Cool ^^I like how the third/fourth is so similar to the nat/third of XNC, but the inbase nat makes it so much better.Sick means better than anything I have ever done in this case- and if you see my maps you'll know what I'm talking about- so you have awesome aesthetics compared to your relative mapmaking skill (which is quite good).In addition to both changes you should also push the thirds back to make them easier to defend. 6. Grave Digger: I agree about the ramp, will change and widen.



Just make it more standard

(The ramp I mean)





Just make it more standard(The ramp I mean) 7. Necrocephalic

Hmm, macro games at what level? It seems to me that at a higher level of play (masters+) the game would result in huge amounts of agression, mostly on 1 base





Hmm, macro games at what level? It seems to me that at a higher level of play (masters+) the game would result in huge amounts of agression, mostly on 1 base 8. I will work on adjusting alternate pathing.



You mean on the Warscalator map right? Cool!



You mean on the Warscalator map right? Cool! Once again thanks a lot for the comments Templar they're helping a ton!

Np Np Moderator Starcraft 3 when

Team .SCA Profile Blog Joined November 2010 United States 327 Posts #6 Don't be too quick to change yet, give it a week or so after their published so we can test them out personally! General Manager | Team Ascension | teamascension.co | @T_Ascension

Broodie Profile Blog Joined May 2008 Canada 831 Posts #7 I wont change them all too much, some things TehTemplar pointed out could actually better balance and the overall designs themselves.



I'll only change obvious things and aesthetics for the time being + work on a tenth map to fill the pack lol

I'd like some more feedback from the cummunity before I go ahead and start changing big things ^.^



SilentLiquid.Broodie - Author of Tango Terminal, Ophilia RE, Cajun Quandary, & The Beneath

AceChronic Profile Joined February 2012 Canada 5 Posts Last Edited: 2012-02-22 22:25:46 #8

TehTemplar made some good points, I can't wait to play some test games on these soon! Wow, the aesthetics on this map are insane!TehTemplar made some good points, I can't wait to play some test games on these soon!

mesohawny Profile Blog Joined May 2010 Canada 193 Posts #9 yeah seriously good asthetics on all these.



Secret Machine is the best one, makes for great games every time

love you long time

Broodie Profile Blog Joined May 2008 Canada 831 Posts #10

Look for the " Updated some maps, just basics for the time being but they do change some balance quite a bit.Look for the " *Pictures updated* " underneath the maps intro to find out what maps have been updated (I'll remove the tag after a week or so of the data not being touched on TL)



Thank you Ace and Meso lol

I try pretty hard to get my textures right so I'm glad to hear you like it ^.^



Just wondering if anyone would enjoy a 3 player map added on the end of this release?

I haven't made one before so I think it would be a kool idea.



+ Show Spoiler [ :( ] + Photobucket made me pay for pro " underneath the maps intro to find out what maps have been updated (I'll remove the tag after a week or so of the data not being touched on TL)Thank you Ace and Meso lolI try pretty hard to get my textures right so I'm glad to hear you like it ^.^Just wondering if anyone would enjoy a 3 player map added on the end of this release?I haven't made one before so I think it would be a kool idea. SilentLiquid.Broodie - Author of Tango Terminal, Ophilia RE, Cajun Quandary, & The Beneath

Brainiac_Br Profile Joined December 2011 Brazil 14 Posts #11 Destructible XNT still make these maps tagged as [M]elee?



IMO that's not a good ideia =S =D

mesohawny Profile Blog Joined May 2010 Canada 193 Posts #12 i might like peripheral fringe the best right now, just so classic.



keep updating.. need more maps like peripheral fringe and secret machine



love you long time

Broodie Profile Blog Joined May 2008 Canada 831 Posts #13 Added a new works in progress section to the bottom of the first post, I'm going to use that section for very rough map layouts to gather some opinions of their design before I proceed in textures/doodads etc.



All feedback is Greatly appreciated!



@ Brainiac_Br: I'm contemplating if the maps really need the destructible feature to them, I would like a few of them to retain the custom Naga's (Warscalator and Acuter Canyon) but if I need to take them out that'll be no prob ^.^



And yes the maps are still considered Melee if data is changed. Triggers effect the description.

Valid concerns though



@ Mesohawny: Thanks a lot dude, It's kindof funny how the simplest designs are always noticed a more-so than super detailed, glad your like them! SilentLiquid.Broodie - Author of Tango Terminal, Ophilia RE, Cajun Quandary, & The Beneath

ihasaKAROT Profile Blog Joined November 2010 Netherlands 3502 Posts #14 Can you please use the TL uploader for the images? It works fine and your post right now is loading slower then I can eat the entire McDonals assortment KCCO!

Rampskalle Profile Joined February 2012 Sweden 1 Post #15 Acuter Canyon looks beastly! Overall most visually impressive maps i've seen in awhile, looking forward to the next map jumping out of your workshop. You know what i like the most?

Broodie Profile Blog Joined May 2008 Canada 831 Posts #16 Moonlit Sonata added to the map pool.



@KAROT: Does TL's Imgur have a bandwidth cap?

I bought an account on photobucket for releasing these >.<



@Rampskalle: Thanks dude, look no further I just added one ^.^



I'd still love to hear some feedback from the community, I want to have my maps balanced out very well before I go public with them.



Thanks! added to the map pool.@KAROT: Does TL's Imgur have a bandwidth cap?I bought an account on photobucket for releasing these >. SilentLiquid.Broodie - Author of Tango Terminal, Ophilia RE, Cajun Quandary, & The Beneath

AceChronic Profile Joined February 2012 Canada 5 Posts #17 Hopefully the community gets in here and throws some feedback down, these maps are beautiful and need to be appreciated!

Especially love the newest addition...

Where did you get the sick Ice palette? Looks like those campaign missions from HotS!

Barrin Profile Blog Joined May 2010 United States 4998 Posts Last Edited: 2012-02-26 15:14:34 #18

What is the rush distance on this map? I feel like it's extra short, would prefer 100+ from analyzer

Right now the golds at are 4.5 and 10.5 o'clock, would prefer at 3 and 9

Other than that I rather like it.. maybe you could increase rush distance without changing anything else. Also maybe put some attention on the main ramp -> natural CC connection (for that type of walloff)



@Peripheral Fringe

Meh, yet another 12b 4p mirror. Far above-par though.



@Acuter Canyon

Heeble bojeebles that natural is very open/vulnerable. The 3rd and 4th are pretty open too. Given the long rush distance this feels like it's starting to add up to zerg imbalance (I rarely call imba). The high concentration of bases on the sides makes up for a medium (relatively high) concentration of bases between the sides (counteracting most circle syndrome, its fine).

Would prefer a much higher % of pathable area, but I know how it goes. I would like to see how this one plays out.



@Necropheliac

rofl whats up with you and non-standard (impossible) main ramp <-> natural CC connections and very open naturals ^^

Again I would change this (far too vulnerable imo), but the rest of the map looks good (YES 8-base map without severely short rush distance and no circle syndrome!!!).



@Secret Machine

I really like what you did here for 16b 4p rotational (note: it is relatively subtle).

I can't help but feel like I want a smaller version of it though like 164x164 :X



@Grave Digger

No ramp at main kills it by itself (broken PvP), but the high circle syndrome is the nail in the coffin. Going down the list the other maps put this one to shame.



@Caustic Reactor

Not a fan of a lack of flow from each "corner" (4-base) of the map into adjacents (tiny middle). Even Terminus had bases in the middle, and this is even worse than Antiga Shipyard. See Secret Machine for interesting 4p rotational map control / army positioning.



@Boiling Point

Seen this concept before multiple times, never liked it still don't :x



@Xel'Naga Bastion

Quite nice ^^ Deserves more detail <3



@Moonlit Sonata

<3 white and blue ^^, maybe a little too bright? :X

It's nothing special but this map should play out fine. Give zergs some overlord scouting pods in the center in places?







Do feel free to make a thread for each of these maps btw :D



I think you have a lot of potential. Some of these maps are already very good. My advice in general to you is to spend more time on each map ^^



@WarscalaterWhat is the rush distance on this map? I feel like it's extra short, would prefer 100+ from analyzerRight now the golds at are 4.5 and 10.5 o'clock, would prefer at 3 and 9Other than that I rather like it.. maybe you could increase rush distance without changing anything else. Also maybe put some attention on the main ramp -> natural CC connection (for that type of walloff)@Peripheral FringeMeh, yet another 12b 4p mirror. Far above-par though.@Acuter CanyonHeeble bojeebles that natural is very open/vulnerable. The 3rd and 4th are pretty open too. Given the long rush distance this feels like it's starting to add up to zerg imbalance (I rarely call imba). The high concentration of bases on the sides makes up for a medium (relatively high) concentration of bases between the sides (counteracting most circle syndrome, its fine).Would prefer a much higher % of pathable area, but I know how it goes. I would like to see how this one plays out.@Necropheliacrofl whats up with you and non-standard (impossible) main ramp natural CC connections and very open naturals ^^Again I would change this (far too vulnerable imo), but the rest of the map looks good (YES 8-base map without severely short rush distance and no circle syndrome!!!).@Secret MachineI really like what you did here for 16b 4p rotational (note: it is relatively subtle).I can't help but feel like I want a smaller version of it though like 164x164 :X@Grave DiggerNo ramp at main kills it by itself (broken PvP), but the high circle syndrome is the nail in the coffin. Going down the list the other maps put this one to shame.@Caustic ReactorNot a fan of a lack of flow from each "corner" (4-base) of the map into adjacents (tiny middle). Even Terminus had bases in the middle, and this is even worse than Antiga Shipyard. See Secret Machine for interesting 4p rotational map control / army positioning.@Boiling PointSeen this concept before multiple times, never liked it still don't :x@Xel'Naga BastionQuite nice ^^ Deserves more detail <3@Moonlit Sonata<3 white and blue ^^, maybe a little too bright? :XIt's nothing special but this map should play out fine. Give zergs some overlord scouting pods in the center in places?Do feel free to make a thread for each of these maps btw :DI think you have a lot of potential. Some of these maps are already very good. My advice in general to you is to spend more time on each map ^^ Grandfather of LotV's resource model. "Fewer Resources per Base"

Broodie Profile Blog Joined May 2008 Canada 831 Posts #19 after the Walking Dead >.< which is finally picking up



Check back tomorrow, and Tuesday for updates in pictures and the change logs of each map!



I've also added a poll for favorite maps at the top of the first post^ if you've got a second it will help me determine which maps to have a stronger emphasis on during editing and play testing.



Maps should be available to play on Wednesday.



@AceChronic: Thank you haha, the ice palette is actually built into the game itself but initially hidden, and the doodads are changed through a bit of data work.



@Barrin: Thanks for the feedback! It wouldn't be a problem to make specific threads for the maps? I made this one thread to eliminate forum clutter.



Perhaps in a months time or something, I'll begin making individual map threads, once balancing is achieved^^



Thanks everyone I'm still open to feedback/opinions/suggestions. Continuing support will help me make these maps better^^^^



I'll download the program for map analysis when I get my internet back up this week and post the pictures in this thread^



I've compiled a large list of what people like/dislike and suggest about my maps, and tonight + Show Spoiler + Check back tomorrow, and Tuesday for updates in pictures and the change logs of each map!I've also added a poll for favorite maps at the top of the first post^ if you've got a second it will help me determine which maps to have a stronger emphasis on during editing and play testing.Maps should be available to play on Wednesday.@AceChronic: Thank you haha, the ice palette is actually built into the game itself but initially hidden, and the doodads are changed through a bit of data work.@Barrin: Thanks for the feedback! It wouldn't be a problem to make specific threads for the maps? I made this one thread to eliminate forum clutter.Perhaps in a months time or something, I'll begin making individual map threads, once balancing is achieved^^Thanks everyone I'm still open to feedback/opinions/suggestions. Continuing support will help me make these maps better^^^^I'll download the program for map analysis when I get my internet back up this week and post the pictures in this thread^ SilentLiquid.Broodie - Author of Tango Terminal, Ophilia RE, Cajun Quandary, & The Beneath

Broodie Profile Blog Joined May 2008 Canada 831 Posts #20

Read disclaimer in OP!

+ Show Spoiler + Published maps are versions 0.2, maps in this thread are currently 0.1



I'm looking to have a large list of issues/suggestions from these maps, anything goes so please leave your criticism!



GLHF

And thank you to those who help me test, it means a lot! Maps are now published on NA server^Read disclaimer in OP!I'm looking to have a large list of issues/suggestions from these maps, anything goes so please leave your criticism!GLHFAnd thank you to those who help me test, it means a lot! SilentLiquid.Broodie - Author of Tango Terminal, Ophilia RE, Cajun Quandary, & The Beneath

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