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Last update for (4)Lucid Dream : 2021, 11, 24 08:32
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
4240 (4)Lucid Dream 128*128Freakling2.6betaground

The map has been rated 21 times and got a total of 55 points
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Melee

Observer

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Comments:   GMCS (0 elements)


freakling
Just a little preview of what I am working at at the moment...
Criticism on layout is welcome, complaints about lack of deco or whatever are autofail...
modified by freakling
crystaldrag
DL broken
freakling
OMG why would you download it in this state...
crystaldrag
So i can look closer. O.o
Nightmarjoo
I absolutely love it so far. I hope the creep doesn't interfere with walling the ramp though. The mains' shape is a little ugly atm.

I might be forced to write up all the pending MOTMs just so I can post this as motm once you finish it :O

Please finish and perfect it!
Nightmarjoo
also, deco sucks
Kinosjourney
Sick map :D
ProTosS4EveR
i think that all the area around the 3rd gas is way too tight, you can't stop a push in the a decent way there
freakling
Wow... Marjoo "absolutely loves" one of my maps O_o. But he's fail now, so maybe I shouldn't listen :P

The creep has the same mechanics as on Outland, btw, so it won't interfere with Toss or Terran wallin - for the simp0le reason that there won't be no creep.
For Zerg however it allows two hatch builds and to take the Nat before the minonly and still be able to defend the ranp with sunkens.

P4E hit the Nail on the head, however. The main reason why I am posting this now is that I have a feeling that a terran push through that tight sunken ground path could be nearliy unstopable.
I could just give up the idea of a backdoor to the minonly or put the 3rd directly at the backdoor, but with already easily defended Nat and minonly both solutions would bring the map closer to ugly turtle land...
modified by freakling
SiaBBo
I like red's main.

Haha, funny guy...
modified by freakling
LasTCursE
damn love this map :P can't wait to see it finished :D
poooooli
This post is not displayed due to its content
K_A
I like what ur doing with the mains :D
freakling
Just a rough idea of how to overhaul the 3rds. Needs some tweaks, of course:
[image take out]
modified by Freakling
freakling
...Bump...
Oh, come on - no opinions?
Phobic
This post is not displayed due to its content
Gnom
This post is not displayed due to its content
Gnom
Oh, sry, wasn't ment to disturb at all, just to force a smile on you mapper minds. ;)

As to the map I'd agree with Phobic;
the 3rds look weird like this, though i really like that concept of your middle to north|south|west|east!

the thing you suggested in your previous post is great, but the paths are so different (differing from player to player)..
if you could just transfer that to the other 3rds?
freakling
Of course I'd redo all the 3rds...
Phobic
It's the area your trying to place the 3rd in that is the problem, not the 3rd its self.
freakling
There's no other possible area where you could place a 3rd and also there's nothing one could reasonably do with that space but put an expansion there O_o
Phobic
Innovate your map!!!!
RaZt
Get the expo in the middle OUT! and... you are loosing your touch...
K_A
You might just need to redo the whole thing....
freakling
Lolwhat? Loosing my touch O_o
Here's a touch of my personal pink for you...
K_A
That looks a lot better. The mains are still big enough too.
Is the pathing messed up?
modified by K_A
LasTCursE
Definetly wins the contest of weird looking pictures :D
Kinosjourney
I really don't like how the map turned out :(
Gnom
Did you ever try lucid dreaming? Its a fascinating issue..
Nightmarjoo
I don't like the neutrals (the eggs)
Freakling
All of them or just certain some?
modified by Freakling
LasTCursE
All of them.. they are weird,tight and have strange gas placement :D


(i on the other hand like this map alot tho^^)
modified by LasTCursE
Freakling
What the heck are you talking about?!
LasTCursE
THE NATS
modified by LasTCursE
Freakling
weird - ibviously non-standard...
tight - how much space would you want - and what for?
strange gas - define "strange"
jamssi
Fix download.

Fixed, observer version coming soon...
modified by Freakling
SkyHigh
1 Map looks to tight.
2 Map is good looking.
3 Path issue?
4 Positional IMBA
Freakling
1 Tight but not linear and rather open in every spot. So there's still a lot of room to flanc
2 ...
3 I could move the tight ramps a bit towards the edges. I'll also remove most or all of the eggs.
4 How?
crystaldrag
Min only can be sieged from behind the back of the eggs. o.o
sTY_leZerG-eX
I have not read maps comments, but is there bath issue on this thing?
If there is not, I think the map is kick ass!
Freakling
Update coming ... some time in the future ... Will remove all the egg stuff and move minonly backdoors a bit...
Phobic
Nice edit
Only thing I would say now is that the middle expo looks kinda funky.

modified by Phobic
Freakling
Er... NOT an edit?
Phobic
Yea but from my last comment theres been one, I must have missed it.
Crimson)S(hadow
lings can pass through the bottom part of the egg wall in the middle, and nowhere else
JungleTerrain
I don't like the name of this map cuz it makes me think of wet dreams
Freakling
So that's what you use lucid dreaming for... Interesting to know.
modified by Freakling
JungleTerrain
no, because it happens subconsciously.
Freakling
I thought the whole point of lucid dreaming is to overcome those subconcious bastards...
CrystalDrag
Err... is it just me, or did the arbiter and eggs magically dissapear?..
Phobic
I like this alot more without the arbs and eggs
JungleTerrain
I don't like your inverted high dirt ramps you have in this map, freakling. They look ugly, imo.
CrystalDrag
Freakling does whatever he wants with ramps :D
Crimson)S(hadow
i'd like this map more if they didn't have eggs or arbs too, but they're still in the map if you DL it
LasTCursE
This map's awesome but the middle is too tight
Freakling
UPDATE:
=======
- removed all egg walls
- opened up middle pathes a bit
- added observer version with a little lullaby
CrystalDrag
Lol if players fall asleep ^^
Freakling
There's also some trademark zergling scream at the end of it, that should wake them up.
Crimson)S(hadow
for some reason, making a hatchery expo at the 7:00 base will activate the sunken colony's creep spread. this doesn't happen for any other base, including any of the main bases in (4)Dies Irae
modified by Crimson)S(hadow
Freakling
Seems to have something to do with the Geyser being there. Probably worth investigating further, maybe the right arrangement of Geysers and Colonies would allow for some insane all-the-way-across-the-map Creep spread after all.

Could also explain why it works in the natural of Windbreak Ridge, though strangely that seems not to be consistent with 1.16. Or maybe I need to test it again…

EDIT: Interesting. So Geysers might have an exception in the code so they do not act like any other building (including Mineral patches) in regard to Creep spread, maybe so they do not act as obstacles to it. Might make them effectively sort of a "Creep conductor", though they actually still do not allow Creep to spread within their building area, except for the usual exception in regard to unit indices (Creep source placed before Geyser). Would kind of make sense. As a side effect this also seems to allow them to initiate Creep spread from another Creep source in the vicinity, such as an "Outland Colony".

EDIT2: Okay, things are beginning to become rather nice and fascinating. It actually works with Minerals, too. Probably can be triggered by other neutral buildings as well. So this gets more and more into the range of something that could be usable as an actual map mechanic!

EDIT3: YES! Could make it work with neutral Pylons, too.
modified by Freakling
2xN
This map is really pretty. The back-natural and depressed front-expand w/mineral wall are interesting. Paths look fun. Any plans to finish?
Freakling
Your It is finished. But it's not working out so well…
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