IeZaeL Profile Joined July 2012 Italy 967 Posts #1



Version 0.1 - Not Published yet

Created by IeZaeL





Playable: 136x128







I used a new tileset called Purifer found in the sc2 textures pack. Its like the ice tileset found back in WoL expansion. If you want to use this tileset too , just search for " Puriferworld_number" .This time i didnt really care about making the map "prettier" , i just wanted to see if this layout worked and could play out some interesting games



Tileset

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Purifer3

Purifer6

Purifer7

Daelaam Ark Metal light

Skygeirr Lab Dirt

Phaeton dirt light

Shakuras Rock cracked

Ulaan Rock rough



Phaeton Organic Cliffs

Daelaam Ark manmade Cliffs



Starship Lighting





Aesthetic Shots

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Feedbacks are welcome! : 136x128I used a new tileset called Purifer found in the sc2 textures pack. Its like the ice tileset found back in WoL expansion. If you want to use this tileset too , just search for " Puriferworld_number" .This time i didnt really care about making the map "prettier" , i just wanted to see if this layout worked and could play out some interesting gamesFeedbacks are welcome! Author of Coda and Eastwatch.

Morrissey Profile Blog Joined April 2014 Germany 54 Posts #2 two entrances to the natural would make the map really tricky i think.. MarineKingPrime forever

TheFlexN Profile Joined March 2012 Israel 471 Posts #3 Those textures, I am drooling, so pretty. Interesting map layout. Does the high ground path to the natural back door is 1 squre wide at a point? (can be blocked by a single pylon/depo) An Esports fan, playing SC2 and LoL because they are fun. Huge fan of mapmaking, Cloud Kingdom = best map ever made EVER.

IeZaeL Profile Joined July 2012 Italy 967 Posts #4 On July 05 2014 05:42 TheFlexN wrote:

Those textures, I am drooling, so pretty. Interesting map layout. Does the high ground path to the natural back door is 1 squre wide at a point? (can be blocked by a single pylon/depo)

Oh you noticed it ^^. Yes it can be blocked by a single pylon/depot. Oh you noticed it ^^. Yes it can be blocked by a single pylon/depot. Author of Coda and Eastwatch.

Androxide Profile Blog Joined November 2013 Canada 336 Posts #5 I think the biggest problem with this is that it's impossible to control your gold without your opponent also taking his. You can't control it if the opponent has high-ground 3rd. Liquipedia Trial Staff | [20:41] <@tofucake> but if cloud to butt rears its ugly head again the block goes back on

Pino Profile Joined June 2013 1032 Posts #6 Could you give nat/nat distance? I feel like this map is too small. But anyway the tilesets are great and the global aesthetic looks fantastic

ThunderKatz Profile Joined February 2012 United States 6 Posts #7 The combination of colors is striking and lovely. It seems to me that a third base could be very hard to take and hold, in multiple match-ups. The small squares to the top left of the bottom center base and to the bottom right of the top center base--are these little plateaus, or ramps?

NewSunshine Profile Joined July 2011 United States 4449 Posts #8 not great use of the textures, the way they sit on organic cliffs is just off. otherwise, very cute map, though balance is not something I'd expect to see here. "If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale

-NegativeZero- Profile Joined August 2011 United States 2101 Posts Last Edited: 2014-07-04 21:46:50 #9 It's good to see a small 10 base map, they have been conspicuously absent recently. Very interesting idea with the backdoor - how it's easy to block but doing so requires placing a building far out on the map. Agreed that the cliffs are weird, pls change those, also your mineral formations in the mains are screwed up.



Edit: is the natural cliff droppable? That's probably a bad idea... i maek map

EatThePath Profile Blog Joined September 2009 United States 3939 Posts #10 It'd be cool if the cliff above the nat was part of the main, so that it could also help watch the backdoor path. But I realize there might not be space for this.



This map looks tough for zerg given that getting 4+ bases secure is difficult. TvZ especially with the gold (how is zerg supposed to punish that?) and the mono push path.



Definitely cool ideas though and the twisting interweaving routes are appealing. Comprehensive strategic intention: DNE

lorestarcraft Profile Joined April 2011 United States 1015 Posts #11 Rush distance seems tiny. SC2 Mapmaker

NewSunshine Profile Joined July 2011 United States 4449 Posts #12 Also, that name "If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale

EatThePath Profile Blog Joined September 2009 United States 3939 Posts #13 How about Outposture Comprehensive strategic intention: DNE

NewSunshine Profile Joined July 2011 United States 4449 Posts #14 On July 05 2014 14:31 EatThePath wrote:

How about Outposture

You don't have to see yourself out for this one, I'll help you. Really, don't worry about it. You don't have to see yourself out for this one, I'll help you. Really, don't worry about it. "If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale

EatThePath Profile Blog Joined September 2009 United States 3939 Posts #15 On July 06 2014 05:42 NewSunshine wrote:

Show nested quote +

On July 05 2014 14:31 EatThePath wrote:

How about Outposture

You don't have to see yourself out for this one, I'll help you. Really, don't worry about it. You don't have to see yourself out for this one, I'll help you. Really, don't worry about it.

;D ;D Comprehensive strategic intention: DNE