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Last update for (4)Gemlong1.0 : 2012, 08, 08 16:07
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
4369 (4)Gemlong1.0 128*128Jungleterrain2.6finalground

The map has been rated 21 times and got a total of 55 points
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Comments:   GMCS (0 elements)


JungleTerrain
So this is my newest 4 player map.

The map turned out pretty good, but there is no decoration yet.

It looks cool I guess, but how does balance work out? Need some theory crafting.

Oh, and I used a new method for making this type of rotational symmetry (I've never tried it before) and the map came out perfectly how I imagined it in my mind. I will be using this method from now on :)

I also realize that the ramps in the middle look sort of ugly and may be unnecessary, but I just wanted to challenge my copy/paste skills. The ramps might be horribly bugged lol. Maybe Freakling can help me out there :P

Sorry about the double map upload. I just had to...

THE MINERAL ONLY: 7 patches ---> Two 499 patches, Five 1500 patches. I think Terrans will take this expo more than Z or P.

THE THIRD GAS: 8 patches ---> Two 749 patches, six 1500 patches. Once the lower value patches are mined out, access behind the minerals is possible by any ground unit.
modified by JungleTerrain
Freakling
Fix the download and I'll have a look at the ramps :-)

Should be standard enough to not raise any major balance concerns. 3rd might be too open though. At least make them so it's equaly hard for Protoss to Pylon-wall on all locations
philipjayfry
map looks good. only thing i would change is the possibilty to build everywhere on the map. perhaps make some rocky ground in the middle and everywhere outside the base (exept the expos of course) and make this highground circle in the middle unbuildable too.
JungleTerrain
@philipjayfry If only I could do a facepalm here. The decoration is not done. That's part of the decoration step (at least for me it is).

@Freakling Sure I'll fix the upload but I'll try to even out the pylon wall things for each third before I do an update.
modified by JungleTerrain
philipjayfry
ah ok. with decoration i thought you mean some pretty doodads. please dont facepalm me :'(

btw: may i ask what new method you used for the rotational symmetry? :P
JungleTerrain
Imo, the decoration step should take care of the small details of the map, since doodads could also prove to be good terrain error fixes and necessary unwalkable tiles for places such as tank holes. Another part of the decoration step should make the map look pretty and inviting to play on. A map should be able to sell itself with its visual appeal, and it should look as professional as possible in order to make it pleasing to play on.

The new method for symmetry I used might not be new to you specifically, but it certainly was for me.
I formed a concept in my mind, first, to get the general idea. Then I went on MS paint and drew what the map should look like on the minimap on a square image using different colors.
Then I took the image file, being a JPG(JPEG) file, and used the SCPM5 program, which takes JPG files and turns them into maps. I chose the 128x128 option and named the map file accordingly.
I then opened the map in SCMDraft 8.0 beta. I turned on the XY-symmetry and quickly went over the rough image with the ISOM terrain palette, so I could have a pretty rough idea of what the map would look like. Up to that point, I had only put in less than an hour of work (very fast!).
I then used the rest of the time (probably around less than 2 hours) to refine the rougher and uglier spots, and made the map more comfortable and eye pleasing.

Again, maybe you knew about this and use it all the time, but I didn't. It certainly makes map making easier, though. However, it could be less fun for some people.
sTY_leZerg-eX
Its well done and prov plays good, but its boring :(
Phobic
I've actually tried that method of symmetry with a tribal pattern but the map did not come out well.
JungleTerrain
sTY_leZerg-eX, I was trying to make a macro map...

Did I fail in doing so?
LasTCursE
Well the way i see it most games will go with either 2 or 3 base depending on the style of play :
Mains are big = macro map
Map is big = macro map
Not very easy to split the map in half when 1v1 = not so macro map

The size of the map and distances from player to player might change that especialy in cross positions and you can get some pretty heavy macro games in TvP :
I think you didn't fail jungle ^^
modified by LasTCursE
Freakling
Macro map is not the same as split map or turtle map though...
JungleTerrain
The mains are pretty spacious, but the map is pretty open and there are a lot of paths to take. The natural has 8 mineral patches, and the mineral only has 7, but it quickly degenerates into 5 patches. The 3rd gas isn't too far away for a Terran, but it's not too close to turtle.

I think I had Terrans in mind when making this :O

Although the big middle and sides don't help terran too much.
sTY_leZerG-eX
I would remove the water in the diddle, and the mud (in the middle) and do something cool with ruins, not just mud and rocky ground
sTY_leZerG-eX
Oh btw I:
!!!!!JUST MADE IT IN2 MASTERS LEAGUE IN SCII!!!!
LasTCursE
remove the water in the diddle, and the mud (in the middle)

LOL this sounds so funny
You were on the North american server lezerg right?
JungleTerrain
ok. but remember that SC2 is inferior to the original. Always keep broodwar close to your heart, bro.


:P :P :P :P :D :D :D
modified by JungleTerrain
LasTCursE
Well i found that once you start playing SC2 you almost entirely forget to play brood war lolz

Example is that in a game that i played last weak i keeped pressing E and D to make my tanks Siege up lolz (bw hotkey is O) considering i was playing only terran back in bw :D:D:D
JungleTerrain
Update: I didn't really do much except refine some minor details and play around with the decoration/tank holes/buildable spots/unwalkable spots/pylon walls/PvZ FE wallins/terran wallins at ramps/etc.

Here are some of these updates, with some thoughts, listed in order of importance (i think).

-Unbuildable grass area with temples and some ruins in front of natuals. Not all the grass areas are yet unbuildable, since it takes some time doing the tile editing. The only one completed is the NW, but that is still not the final version, since it looks funky. I only used 2 tiles to create that area, the ones from the bottom of the temple ramp doodads. I might copy Athena's unbuildable grass tileset.
-All 3rd expansions can be pylon blocked to stop vulture harass with 3 pylons (or 2-3 supply depots by a terran). Also used doodads to make it so you cannot walk behind the mineral line (although one can certainly glitch units behind the mineral line).
-Middle decoration changed a bit.
-Made the four plateaus unbuildable with high ruins terrain.
-Fixed ramps into mains and their wallins.
-Changed Overlord spots outside the naturals a bit.
-Changed the ramps on the plateaus a bit so it looks better (still don't know if they are super buggy or not).
-Most tank holes blocked around the map (mostly behind the naturals).
-Naturals have an expo placing guide with some tiles to help newbs place their expos ;)

I guess that's sort of it. Comments, thoughts, ideas, criticisms, advice, theory crafting, snacking, pottery lessons, etc. all accepted.
JungleTerrain
I tried the melee map download and it worked for me, so that should be fixed. Does the download work for you guys?
Phobic
I don't think those minonlies will be taken often. If they are the games practicaly over.
JungleTerrain
What? It is super close/easy for a terran to slow expand. Just make supply depot wall on 1 side. I will be making more of the map unbuildable, so we'll see.

I don't really know what you are thinking here. It is like othello's third, just closer but less valuable. As I explained before, terrans will use it more than protoss and zerg. More theory crafting please.
Phobic
Yea but they are overlooked by a high ground highly traversed area. Hard to keep but still possible.
Ps: the symmetry in this map is really good.
modified by Phobic
JungleTerrain
yeah, just remember that tanks outrange all units. Keep a lifted building over the mineral line or simply mines, some tanks close to the cc, and you have it covered. However, storm drops would be great here. Throw in a zealot to take the damage, and a templar to own the scvs. This is the risk of the mineral only. Lurkers could own there, too, but I don't see the mineral only being used much in tvz.

In PvZ, a protoss with not that much map control would take the mineral only since all other expos are kind of far away. Sort of like on Dante's Peak.

P.S. Oh and thanks.
modified by JungleTerrain
Freakling
Concerning ramps:


The tiles I marked red (and the corresponding tile on the mirrored ramp) should only be used at the bottom of a ramp because they contain both medium and low terrain subtiles.

concerning unbuildable jungle:
You can also use theese tiles:

and add variability by using a mosaic of these and normal jungle.
But personally I would use a mixture of ruins, ruin to dirt blends and rocks, maybe with some patches of (unbuildable) jungle to make it look nicer.

Middle needs more deco!

You need to add scarab holes at the edges of your 3rd gas formations.
modified by Freakling
Freakling
Here's a clearer picture of which ramp tiles I am refering to:
modified by Freakling
sTY_leZerg-eX
Nice man Im liking the update ^^
JungleTerrain
Thanks a bunch tile master Freakling! You must work in the home tile industry!

The middle is not done by any means.

Sure, I'll add scarab holes to the thirds.

Thanks for the suggestions and info. I'll implement these as soon as I can.
Freakling
There are also some tank holes left!
JungleTerrain
Yeah, I still expect some tank holes to be left. I couldn't get all of them. I'll have to go in with a magnifying glass next time :P
Phobic
The way I find tank holes is just turn unit stacking on, disable snap to grid, and just try to place siege tanks where they shouldn't go.
Actually getting rid of them is a pain in the ass.
modified by Phobic
JungleTerrain
I do that, too.
Freakling
I just select some unit and look for any isolated spots that are 4x4 subtiles or more in size. Not at all a pain in the arse, only fixing them sometimes requires some effort. But in jungle terrain there are a myriad of useful doodads and unbuidable tiles for that purpose (the onkly really tricky one is ash terrain, to be honest).
modified by Freakling
ThatOneGuy
Pretty ^_^ is it me or does it seem like red's base is a little bit bigger than the others?
modified by ThatOneGuy
JungleTerrain
It is you cuz teal's and red's are the same :P

Not all bases will be EXACTLY the same size, but they are close enough in size where it does not affect gameplay.
Freakling
I must say he is partially right: The southern bases are both smaller than the corresponding northern bases - taking into consieration that the bottom line is not part of the actual map.

Or as I always say: Do not use auto-mirroring unless you really know what you are doing.

However, korean pro maps have it wrong all the time, so obviously the balance issue is not severe enough to even be realized :P
crystaldrag
Happy face in the middle?
LasTCursE
looks like a creepy ghost face to me
Freakling
Looks like roadkill...

(Edit: Actually "Roadkill" would be a funny mapname, who wants to do it :D ?)
modified by Freakling
LasTCursE
I think the current name fits it more :P
JungleTerrain
@freakling I don't think the size of the mains will cause any serious positional imbalance. They are comfortably spacious, from what I've tried to do in my games vs comps here
LasTCursE
mains are ok
Crimson)S(hadow
i played a few games on it, plays good
JungleTerrain
Oh yeah? replays? :)

Map isn't done, btw.
modified by JungleTerrain
NastyMarine
Ridge2Ridge 2.0! I love it!
Freakling
Bump to remind jungle that I really really want him to finish this :D
CrystalDrag
he cant do ramps as good as you T_T
LasTCursE
freakling's the master of weird ramps lol
JungleTerrain
Ok... I just read why the site was down.
Thanks to Freakling for mailing panschk, the site's back up. Thanks, dude.

And yeah, I need to finish this map. I've been stuck with some decision making in this map, but I think I know what to do now.
x-species
This post is not displayed due to its content
Nightmarjoo
Pretty basic, but it's ok. Middle's neat I spose.

Maybe make the 3rds cliffable too?
JungleTerrain
I'm currently still working on this, and behind the thirds will be an unbuildable drop spot, which will be basically the same size as it is now, but with some ridges to block sight of an incoming drop. I'm not done with this, so I'll update it later.

Nightmarjoo, where have you been? You play SC2 now or something?
Crimson)S(hadow

modified by Crimson)S(hadow
Nightmarjoo
Yeah I play sc2. I don't come here often ._>
I don't make sc2 maps, but sometimes I help the iccup sc2 team mappers.
LasTCursE
get a EU account nightmarejoe ^^ so we make a team with you an p4e to play some games..
JungleTerrain
Sad to see some people have moved on. Will Brood War always have a special place in your heart, though?
JungleTerrain
UPDATE:

------------------------------------

-Some decoration added. Decoration is still not done.
-Made a path to get behind the third gas expo drop spot.
-Hopefully, the ramps in the middle are better now.
-The picture is crap.
-Simple cosmetic change to mineral only expansions (value of decreased patches from 499 -> 500 minerals).

------------------------------------

I have not looked into tank holes yet.

Freakling, can you look into the ramps and simply tell me if they have any more big issues? Hopefully the download works. I start stupid school soon :(
modified by JungleTerrain
Freakling
When I said "add scarab holes to the 3rds" I thought about something Outsider-like where you'd need to push units over... not that you wouldn't need to now, when there are workers mining they'll block the current path.

I'll look over the ramps and reupload it if I fix something.
JungleTerrain
Sure.

thanks btw
modified by JungleTerrain
LasTCursE
now this looks more like it
Freakling
Uploaded with revised ramps...
Nightmarjoo
Yes Freakling, if you cut my chest open and took out my heart it would be made of much[gm]'s pylons.
Freakling
Er... What?!
LasTCursE
There was a game where much made a heart of pylons in the middle of the map ^^ :D
Freakling
Against FBH... With a load of cannons in it... On Othello I think... Yes... How exactly doe this help me understand marjoo's comment?
JungleTerrain
"Sad to see some people have moved on. Will Brood War always have a special place in your heart, though?"

I said this, maybe he thought it was you somehow. rofl
sTY_leZerG-eX
nice deco as always :)
Phobic
Wow I really like this deco. Reminds me of that green days map.
JungleTerrain
cuz my name is JUNGLE TERRAIN
JungleTerrain
I am moving to final decoration step. Any suggestions/criticisms/glaring imbalances before I add more deco?
Phobic
I dislike how that third can be tanked.
JungleTerrain
From the mains? or because it has a dropspot AND can be tanked from the main?

EDIT: Idea just came into my mind. I can make the third kind of how it is in (4)La Mancha. I can move it away from the main, then it would not be tankable from anywhere, and it would have two entrances. It would be easier to take for other players since it would be more "neutral" than it currently is. However, the drawback of this is that it makes the mineral only very unnatractive to take, which I think would in the end force me to remove the mineral only and I would be left with more of a modified La Mancha type map instead of the original concept I started out with.

OR I can do what I just said up top, but make it Highground, kind of like the Fighting Spirit FUSED with La Mancha expo.

These are suggestions I just thought of. What do you guys think? I think they are worth looking into.
I'M WAITING FOR FEEDBACK
modified by JungleTerrain
JungleTerrain
Ok, so here I have some suggestions for the third gas expo to make it less tankable, and to make it more "neutral". The pictures are rough edits only.

GemlongTest1
CHOICE 1) Two entrances into the third, one small, other bigger.

-================================================-

GemlongTest2
CHOICE 2) Kind of like La Mancha expo, except I use temple in this one. I can switch the temple for raised jungle, water, etc.

-================================================-

GemlongTest3
CHOICE 3) A slightly bigger than normal ramp leading into 3rd. The positioning of this ramp can change.

-================================================-

GemlongTest4
CHOICE 4) Kind of like Choice 3, except it's a smaller ramp and facing more towards the player that "owns it". The positioning of the ramp can change.

-================================================-

CHOICE 5) Remain as it currently is.

-================================================-

Feedback this time, please? I want to finish this map, soon. I've already stated my concerns in the post above this one, so read that if you will. These are NOT the only edits possible, but just a few ideas.

modified by JungleTerrain
LasTCursE
I like 4 and 1 the most but 2 is also a good choice ^^
JungleTerrain
I used the ramps you uploaded if you noticed.
LasTCursE
actualy i didn't notice it :D
Freakling
I would leave it as it is with the mineral walled off cliff behind... But maybe witout that unpractical gap but just a scarab hole (or one at each side) as in Outsider.

If you really want the 3rds not to be tankable from the adjacent main (I don't really see a major proeblem with this, expo layouts like this have been don before, p.e. in RotK) then move them away from the mains far enought to be out of tank range and put the gas to the other side. I would leave the entrance as close to its current position any way.
LasTCursE
i would prefer any of the choices over the current version lol

Terrans put siege tanks on cliff then lift of CC in there and there we go safe base
modified by LasTCursE
JungleTerrain
Actually, Lastcurse, that sort of expo taking like in Destination doesn't really work here exactly the same. The entrance into the third is not a bridge, and tanks don't cover the whole entrance (FROM RANGED ATTACKS). There is some unwalkable space between the mains and thirds, so the siege tanks don't get full range over the whole third. If you had tanks sieged in the main over the third, and you dropshipped tanks into the third, that would probably the safest way to secure it without having to push out and turtle.
modified by JungleTerrain
LasTCursE
I haven't tested this but from the picture i'm almost 100% sure that a tank could hit the whole entrace
Freakling
LasT is actually roght about this. Siege tanks in the mains can cover the whole choke to the 3rd on all positions, but they need something to give them vision.

To fix this the chokes need to be moved at least four tiles away from the mains.
modified by Freakling
JungleTerrain
My bad, I meant you can't protect a wallin "where it is intended" mainly from goons, just from the mains with sieged tanks.

I still realize that it's possible, but having played protoss for a while before, I would have no problem trying to destroy the expo with some shuttle/speedzlot break.

The main difference is that there is no bridge to funnel units like in Destination.

Also, I'm planning on moving the expo a bit farther away from the cliff, so it shouldn't be a (major) problem.
modified by JungleTerrain
JungleTerrain
I just played a game with a B- Zerg, and he told me to push the minerals in the nats closer to the edge to make muta harass easier for zerg. Also, he told me the gases at the NW and SE seem "farther away than usual". I'll try to correct these issues.

Overall he liked the map, and we played on #4 of the test versions from above.
Freakling
Coice 4 would definitely have that problem with a narrow ramp to funnel units through, though.
JungleTerrain
You can't really protect the third as easily in #4 as in the current version. Besides, we played TvZ. I used bio/mines/drops
Freakling
It's definitely Zerg friendlier :D
JungleTerrain
Big changes coming soon...
LasTCursE
if you make the ramp not tankable in option 4 it

I think you should use 1 or 3
JungleTerrain
Well, that's why I said

"CHOICE 4)The positioning of the ramp can change."

I'm going to make an edit, and I'll see what you guys think of it. You guys sure seem to think a lot about ABSOLUTELY EVERY possibility with whatever aspect of a map, no matter how improbable the scenario. I guess that's good.
K_A
I think you should do something like this.
modified by K_A
JungleTerrain
I think that sort of third gas expo is just way too vulnerable for my taste. Taking an expo like that is just asking to be harassed.
LasTCursE
Cuz all the options are good jungle :D
JungleTerrain
I myself really like Choice 4, but I think that will make my map somewhat "unoriginal", or at least less bold of a concept (not that it was very bold to begin with) than it originally was planned to be.

I don't know why I have such a hard time deciding...

Will I be left with an uninspired map?
Freakling
I think you have the following choices:

I) 3rd that clerly belongs to a certain player, i.e. something close to the current layout

II) a more neutral 3rd, i.e. version 3

III) a neutral and easy to defend 3rd, i.e. version 4, but with the ramp sufficiently away to not be in tank range from mains.

None of these variants is particularly orriginal... In fact looking at the statistics of pro maps rather neutral 3rds are far more common.
If you want to do something more funky and unstandard I think the best place to do so would be a new map.
And neither does "standard" imply bad, nor does "orriginal" imply "good". So don't water down your original concept just because some one calls it "too boring", you'll most likely end up with a worse map.
I would just keep the nats as they are and only make sure that tanks cannot defend the whole choke from the mains (the only pro-map example that comes to my mind would be RotK, and those nats have a secod entrance, LasTCursE's Tomorrow also uses a similar layout, so you should probably look at these maps for inspiration).
modified by Freakling
K_A
You should go with my idea. >.>
JungleTerrain
@K_A

no

@Freakling, I actually want a more neutral expo, so I think I'll go with option three. I'm just not a big fan of the current third with a dropspot behind it. I'm also worried that players which have never played the map will complain about this. Having a more comfortable and "standard" third expo will be more stranger-friendly, I think. Players are already very familiar with that sort of expo placement, so it would help players out "in that sense"

Option 3 it is. Thanks for helping me decide and the different views/ideas you all gave me so far. I'll move to edit this when I get the time (probably this weekend).
LasTCursE
I would wanna play some games on this map when the final version comes out ^^
JungleTerrain
From what I saw on the game I played on the test version #4, the mains and everything else feels really comofortable and the gameplay is good on this map.
K_A
@jungle
Methinks your just jealous that you didn't think of it first :]
LasTCursE
so much text lol
When are the 3rd's coming :
JungleTerrain
I'm working on the "almost finished version"

I'm doing decoration right now, so I'll be done soon, then I will update. You have to realize that about half the map is copy/pasted since so many edits, so updating this map has been difficult. I have like 5+ versions of this map, too.

Don't worry, I might finish today.

Also: The "korean" ramps you uploaded (which I'm using) have to be adjusted to the mains and the space around them edited to provide a good and balanced wallin for every position. Also, the tiles on those ramps seem to be buggy (i.e. low elevation tiles at the top of ramp)
modified by JungleTerrain
JungleTerrain
Hopefully download works for you guys if you want to see it up close.

Man, this map has taken a while to get to this point so far. As you can see the decoration step is taking place. I've stopped for today since I have other stuff to do. I've put in a lot of hours for this map, but it's getting there.

UPDATE:

-☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼-

-Mains changed a bit.
-Nat gas moved for NW and SE to be more on top/bottom of expo, and less space for turrets behind mineral lines. Mineral lines slightly altered at NW and SE, too.
-Some decoration added (like 400+ doodads so far, and still not done, PLUS tons of copy/paste work).
-3rd gas expos for 12/6 moved close to edge.
-3rd's now pylon blockable all positions with 3 pylons.
-Mineral only expos' 2 patches of 500 raised to 749 value.
-Main ramps changed. Mains are wallable for terran with 2supply 1rax.
-Overlord spots changed.
-Tried to get rid of as many tank holes as possible.

-☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼-

I don't think I'll finish tomorrow, since I'll be busy. Thanks for everyone who has given me input so far, and Freakling and Lastcurse for their help with my ramps.
LasTCursE
Nice man! :)
but don't over doodad the map sometimes more simplicity = more beauty
Freakling
You count your doodads O_o ?!?

LasTCursE
When you click Cntr+D it shows how much you have on the map lol
Freakling
Not if you use mostly tile editing as I do...
LasTCursE
tile editing is terraining it's not considered a doodad at least how i see it

As i said previously somewhere
Decoration is 60% terraining and 40% doodads :)
modified by LasTCursE
JungleTerrain
it tells you the number of doodads on the map when you are on the doodad layer...

The only reason I use so many doodads is because you guys whine about tank holes a lot, so it is 400+ doodads + tile editing. I've been using more tile editing, though. I'm going to remove some doodads, though, since some places are just too cluttered.

And tile editing takes longer, so it's more efficient to use doodads, obviously.
modified by JungleTerrain
Freakling
Jungle/Badlads is alot about spamming those grass/plant/skeleton/magic mushroom doodads. I find it much faster to pick them from the tile palette where you can see them all at once than scrolling through the doodad palette to find the right doodads. And you can recombine the tiles to new "custom" doodads or only place single grass patches instead of the fixed combination that the whole doodad would give you.
K_A
I do the same thing, except once I get enough "tile doodads" on the map, I just copy paste ones that I've already placed from other parts of the map.
JungleTerrain
I still prefer doodads over tile editing most of the time. Tile editing sometimes leaves some weird transitions between some tiles, even though players don't notice it in-game since they are playing, map makers do.

Another reason why I prefer doodads is because my SCMDraft has a bug which does not let me perform copy/paste actions with hotkeys after about 5 minutes of mapping. I don't know if you guys get this same message, but it's really annoying. I've uninstalled SCMDraft and redownloaded, but I still have the same bug.
JungleTerrain
If you guys noticed, by the way, even the mud terrain has decoration :)
K_A
Mud decoration isn't going to save you from the fact that you didn't use my awesome idea XD
JungleTerrain
get over it, K_A lol

that idea is just bad. harass heaven
Freakling
Have you got the newest version of SCMDraft from stormcoast-fortress.net (this one: http://www.stormcoast-fortress.net/temp/Scmdraft2-setup.rar)? That one has some small improvements and runs much more stable for me.
The doodads I taked about are very forgiving and flecxible in regard to blockiness. Dirt terrain doesn't grphically distiguish between left and right tiles which means that you can place everything everywhere for the most part.

Mud terrain deco? I always edit some of the dirt transitions to avoid too repititive shapes... Have you placed some of thes little dirt/stone thingys? I'll have a look.
Freakling
Don't like that mud decoration, too repititive
K_A
The tile spam on the ovy spots looks blocky and repetative.
Also, you used two bush doodads that takes up sprites, on the bottom left corner, where it can't even be seen.
Nightmarjoo
lol yeah my comment was meant for jungleterrain, I always got you two mixed up for some reason. I think you joined around the same time or something ~~

Move on to another map imo, this one doesn't have a whole lot of room for improvement I think, since it's pretty basic/standard. If you're at the point where all the comments are arguing about decoration I think your work is done.
Freakling
Don't listen to Marjoo, he wants your map to be ugly :P
LasTCursE
lol :D
K_A
You know what would make it less ugly?
JungleTerrain
LOL K_A dont even say it!

The only deco left is just the middle.
K_A
This post is not displayed due to its content
JungleTerrain
screw u hahah
LasTCursE
Agreed current version better screw yours k_A lol
JungleTerrain
Final version added (unless I have to fix something).

Hopefully everything works.

Decoration is done.

No more suggestions. Thanks for the help. Final Version. Observer version added.
K_A
Was moderating my post absolutely necessary?

Wow you deleted both of my pictures... now future visitors are going to be confused.
modified by K_A
JungleTerrain
I don't know who did that.
Freakling
I made the second one invisble, it's annoying with all those pictures clogging up the thread... The first one's still there.
CrystalDrag
:D Awesomes.
K_A
No, I understand it's ok.
thanks for putting my first one back though :)
neobowman
Looks sick. Kinda standard though.
JungleTerrain
@neobowman that was the point, since I made (2)Screw You same time as this one, which was pretty experimental...

Nothing wrong with standard maps when you think about it...
modified by JungleTerrain
Crimson)S(hadow
UMS version doesn't get 50 mins at start D=
Freakling
Not sure which version is uploaded here... The newest tourney version works, just use that one.
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--Modesty vs Favian(1on1, 1.16)

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