CardinalAllin | | |
21st October 2013
Version 0.1 Toad Stone
Version 0.2
-Widened gap between the 3rds and added a cliff.
Version 0.5
-Smaller 3rds with bigger ramps.
-Removed centre hill
Version 0.8
-Changed middle
-Tweaks
10th November 2013
Version 1.0
-Tweaks
3rd April 2014
Version 1.1
-Remixed naturals
-Added clutter to increase nat to nat distance vertically to compensate
-Moved gas at 3 and 9 o clock to compensate
-Changed main mineral formations
-Flowers and cabbages
The natural choke is 6 tiles but can be made wider by killing the 3 eggs. There are unbuildable tiles which prevent terran from being able to wall the choke with 1 rax 2 depot.
Protoss can wall this choke with 3 pylons though.
22nd June 2014
Version 1.2
-Made unbuildable tiles clearer at the nats
-More space for sunks at the south nats
-Cant build in the pocket behind the main mineral line
8th September 2014
Version 1.3
-Changed decoration on the ridges modified by CardinalAllin |
CrystalDrag | | |
All your layouts seem to have a FS main/natural/3rd.. |
traceurling | | |
I don't think Axial Symmetry Fighting Spirit has been tried yet... modified by traceurling |
CrystalDrag | | |
I don't think Axial Symmetry Fighting Spirit has been tried yet...
|
Taranok | | |
I don't think Axial Symmetry Fighting Spirit has been tried yet... |
Freakling | | |
You know what I think?:
I don't think Symmetrically fighting Axial Spirit has tried being yet… |
CardinalAllin | | |
Do you guys fill in 'High Templar holes' ? |
Freakling | | |
If you can actually drop a HT there and it's in a key spot like right behind the mineral lines of some expo, then you are probably safe doing so. |
traceurling | | |
That face when there's a ghost hole behind the natural and you get nuked :) |
traceurling | | |
Also I'm personally not a fan of the using the bush thingies to mark out where people should place their buildings I just feel like it looks weird aesthetically |
CrystalDrag | | |
If you are super concerned about ghost, then you can blend the high ground to water... though that looks bad for all tilesets with the exception of ash. I think.
^Agreed, if i put it in at all i only do 4 corners for the 4x3 buildings. And i usually only do it for the natural expansion. so that FFE protoss does not block their nexus. (Then again, a lot of recent protoss walls use their pylon at the choke on the bottom cliff or the right cliff.) |
CardinalAllin | | |
Ive updated to version 0.4 now.
@crystaldrag, I did outpost to water blend on Checkpoint and I think it looks good, but I agree; the jungle tileset going from high dirt to water doesnt really work. I was tempted to do it anyway cus its clean but nah. And using Temple instead introduces other blending problems.
Decided to fill in HT holes around the nats.
I also agree the building markers are ugly. Gunna keep them for now though. |
Freakling | | |
Building markers look much better if you mix them up with different doodads. There's a plethora of them available for jungle tileset. |
traceurling | | |
AHAHAHAHAHAHA YES I HAVE IT |
traceurling | | |
Did someone already take red :\ I feel like someone already did.... |
Freakling | | |
You can customize your red, use font color=#BB0055 or something...
But at some point we probably need to ask Panschk to delete all the unused accounts of random rainbow experimentation ;P modified by Freakling |
traceurling | | |
Fancy...Ill try it out...
t
Or everyone couldve just tried their rainbow experiments on the forums or something...does having accounts put a strain on the site?
Also is it possible to bold/italicize names
I guess Ill stick with this for now until I find a color I like
traceurling modified by traceurling |
traceurling | | |
It suddenly strikes me that this somewhat resembles Bird Nest
http://www.panschk.de/mappage/pics/4620.jpg in terms of expo layout |
NegativeZero | | |
test |
NegativeZero | | |
wtf that was supposed to be dark blue |
NegativeZero | | |
i like grey anyway, i'm boring modified by NegativeZero |
CardinalAllin | | |
Version 0.8 uploaded
-Changed middle
-Tweaks |
CardinalAllin | | |
10th November 2013
Version 1.0
-Tweaks |
traceurling | | |
You should upload the replays just for prosperity c:
|
traceurling | | |
Also I should be able to get online more, so if anyone wants to test maps I'll do it when I'm on...not quite sure when my regular hours will be...but I need some relaxed games I'm at 1850 points and ladder anxiety is getting to me |
XeLious | | |
This post is not displayed due to its content |
CrystalDrag | | |
This post is not displayed due to its content |
CardinalAllin | | |
3rd April 2014
Version 1.1 uploaded
-Remixed naturals
-Added clutter to increase nat to nat distance vertically to compensate
-Moved gas at 3 and 9 o clock to compensate
-Changed main mineral formations
-Flowers and cabbages
The natural choke is 6 tiles but can be made wider by killing the 3 eggs. There are unbuildable tiles which prevent terran from being able to wall the choke with 1 rax 2 depot.
Protoss can wall this choke with 3 pylons though.
|
CardinalAllin | | |
22nd June 2014
Version 1.2
-Made unbuildable tiles clearer at the nats
-More space for sunks at the south nats
-Cant build in the pocket behind the main mineral line modified by CardinalAllin |
CardinalAllin | | |
|
neobowman | | |
Wait, since when can you change your name color. |
CardinalAllin | | |
8th September 2014
Version 1.3
-Changed decoration on the ridges
Also...
Announcement on BWMN forum
Announcement on iCCup
modified by CardinalAllin |
CrystalDrag | | |
they are using an old version of crossgame.. i think the high ground ridges near the vision blockers was extended by freakling? |
Freakling | | |
Maybe its just an old picture? I don't know, if they DLed the map from BWMN it can only be the newest version... |
Freakling | | |
Cardinal, are you going to expand the Liquipedia article of this map ? |
CardinalAllin | | |
ok, i submitted hotfix to my 3 maps. |