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Last update for (3)Endless Fields : 2007, 12, 25 18:32
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
2408 (3)Endless Fields 128*128Testbug5.0final

The map has been rated 115 times and got a total of 575 points
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Comments:   GMCS (0 elements)


Crackling
qwer
asdf

amazing.
beatiful.
ugly funky ramps.
another testbug map.

<3
modified by Crackling
ProTosS4EveR
LOOOOOOOOOOOOOOOOOL IMBA BUILDABLE TEMPLE LOOOOOOOOOOOOOOOOOOL xD

Too tight. I tried do to do large temple ramps i don't know how you were able to do that. Also for nverted temple ramps. O_o

Red's jungle path is tighter than the others.

Humpf, i open the map and OMG WTF UGLY RAMPS AND WALLS!! IT LOOKS REALLY NICER ON THE PICTURE DO NOT OPEN THE MAP IF YOU DON'T WANT A HEART ATTACK!! X_x

248756edit: Last thing, your piture is ugly.
modified by ProTosS4EveR

hi -0
modified by ProTosS4EveR
ptar
@ protoss4ever: Thats the reason why testbug made this ugly pic, so you can't see the ramps :)
Excalibur
Why would you make something like this if you couldnt blend it?
Well, that aside, im going to see if i can blend your amazing concept but blocky map.

Edit:
Ok
I have a bunch of blend maps and i found one that seems to work. However its going to take me some time to blend every blocky edge and i still dont have a nice reverse stairway.
modified by Excalibur
Moebius
Sorry Testbug...but the temple is ugly.
Alumni
i love the innovation! if the ramps and buildable temple terrain were blended in better, this would be one hell of a map. :)
boongee
How come nobody actually looks at the map? Putting in strange new tile stuff isn't innovation. It can make an already good map a little cooler, but it doesn't make the map new or interesting.

That being said, this map is pretty cool. I don't like the main minerals.
NastyMarine
lovely. longinus layout but with more flare and wow how stunning it is with the temple tiling! well as boongee said, the map isn't exactly boasting a core innovation other than the decoration which isn't what we as mappers should only focus on. but with that said, the combination of a few different features makes the map alot more unique and interesting so i wouldnt say it is basic by no means.
spinesheath
I don't get why the bottom part of the structure in the middle has no ruins.

Btw, I suggest to make a version (mostly) without extended terrain. Maybe you'll have better chances on another tileset. Your stuff looks cool on the pic, but you can't even call that "blends".
Also, the bridge tiles you used are lowground contrary to the surrounding terrain.
I spotted some issues in your raised jungle mazes: There are places where a zergling can walk from the jungle part to the raised jungle part. No big issue especially since the raised jungle chunks are so small, but nevertheless a flaw.
modified by spinesheath
Crackling
*I don't get why the bottom part of the structure in the middle has no ruins.*

map isnt finished yet, there are like 5 doodads now
Testbug
yeah i have no time this weak.
tha map looks like shit right now, but i have shown a finished picture to nightmarjoo, it will become good, give me time :(

and i did this map concept on Ashland (and nightmarjoo didn't like it xD i have some school work now, sorry)
Crimson)S(hadow
man idk but i think i've fallen in love with testbug's (3) maps... maybe its a similar taste in aesthetics...

neways with some measuring with my pencil i'd guess tael's base is bigger then reds or blues... also the fact that u can build stuff in back of tael's main and that u cant build in back of blues or reds makes taels base play differently then the others
Crimson)S(hadow
i wouldnt complain about the ramps since i don't think i could do better.... i've tried to make my own wide inverted ice-to-snow ramps but i had trouble making it look good while being walkable to large units.... so i settles for something ugly rather then something unwalkable

also concerened about that flankability
modified by Crimson)S(hadow
Crimson)S(hadow
the raised-middle is buildable at the bottom where blue would be passing to get to tael also....while the top part is unbuildable

also tael's path from main to his raised min-only is longer thn everyone elses
modified by Crimson)S(hadow


blues and reds are pretty much equal distance, i measured with a pencil
modified by Crimson)S(hadow
Crimson)S(hadow
tael and blue can both at least fit 62 rax, but red holds like 59 or 60... so base volume diff not much to complain about but still the fact that u can build behind tael's base makes his base play different then the other two... also his path from main to his raised min only is longer then everyone elses

like tael has to walk a distance of 8 barracks to get to his expo while red and blue only gotta walk the distance of 4seconds
modified by Crimson)S(hadow
modified by Crimson)S(hadow
modified by Crimson)S(hadow
Crimson)S(hadow
im a zerg these things matter to me! O,.,o
Crimson)S(hadow
K so i was messing around with the distance and how the units go up the ramps and i told myself what better way to do that then 3 hotkeys full of ultras? neways i found out that in red.... ultras gotta zig zag their way up the min only to main ramp like sperm... i recomend it being a big bigger.... basically all the ramps going from SE to NW have issues with large units like tanks, ultras, reavers.... with zerg u have nydus to solve that but idk about toss and terr... they get those pretty early
Crimson)S(hadow
testbug <3 ur (3) maps
Testbug
edit: i just added some trees.
ok i'll read your feedback today
thanks a lot.

oh! crimson shadow really tested my map! hehe let's read this ^^
i placed mineral block (8 value) to defend zerg from fast m&m but i may remove it.

oh and i can't place sprites don't know why.
i can place doodads and units but not sprites.

this map has 0 sprites and i would like to add some :(
do you know what's happening? (maybe download my map and try to place sprites?)
modified by Testbug
Excalibur
Well Testbug, i was too lazy to blend your entire map, however, i will post a screen shot of the blend youll be needing if you so choose to godly-up this map.

Screeny:



As you can see the ends are giving me a little trouble.

Im also working on an improved backwards stair ramp, but its proving most difficult.
modified by Excalibur
modified by Nightmarjoo
Testbug
and what should i do with this?
this thing doesn't help my map, download it and look what i need.
i never made ruin-to-temple transition and i don't need it.
admins, remove previeus post plz
Testbug
i'll replace your improved backwards stair ramp when you finish it :)
Alumni
"i love the innovation!"

notice the general/neutral saying? did i say that map making is all about focusing on awesome decoration?

"putting in strange NEW tile stuff isn't innovation"

then why did you say "new"? have you seen someone else pull off combining those particular jungle tileset terrains?

point is, i wasn't being specific enough for anyone to even know what i was talking about and using that opportunity to feed your egos is just stupid.

finish reading this and then read your own comment over carefully again before replying.

oh and the map looks solid although i don't think it's completely finished yet. not only talking about aesthetics.
modified by Alumni
Testbug
OK, OK THANK YOU.
NOW I HAVE A PROBLEM.
I CAN'T PLACE SPRITES. THAT'S WHY I POSTED IT HERE.

it's unfinished, i want to place sprites.
can you please download it and try to place some sprites?

I NEED YOUR HELP, CAN YOU PLEASE DO SOMETHING? I'M GETTING CRAZYYYY >.<

oh, and now i added a ruins-to-dirt thing :)
Crimson)S(hadow
i love this place!
Testbug
ok, i placed some sprites on a new map, then copy/pasted ALL the old map on the new1 so sprites will still appear.

and then i can not place any more sprites.
the 2nd thing i did was test cpy/pasting only the terrain, only the units and only the doodads.

i can place sprites when with the copy/pasted terrain and units.
the problem is when i place the doodads.
THEN I CANNT PLACE ANY SPRITE.

what's the problem?
my solution: i'll place all the sprites i want before copy/pasting the doodads.

is that a bug or what?
ProTosS4EveR
Oh, gosu ruins dirt transition. ^^
Oh, your main mineral fields sux.
modified by ProTosS4EveR
Crackling
zomg testbug gone crazy
fuck me <3
ProTosS4EveR
Oh, your hand made doodads rox. :D
Excalibur
Testbug
The jungle ontop of your temple makes the walls disgustingly blocky. The blend i showed you is an alterantive.
Crimson)S(hadow
i've played lots of games here already and each time i DL the upload i love it more.... better then moon's tear.... only thing i dont like is taels base and the ramps facing SE to NW... they make big units like tanks and ultras zig zag up their way up so slowly
Crimson)S(hadow
It kinda has the ring-around-the-rosey effect when ur fighting a terran... they go around circling the map killing expoes
Crimson)S(hadow
i think i smell ur 2nd consecutive motm.... cuz when i play it feels better then it does when i play moon's tear... i thought it would play tightly after looking at the pic for the first time but after i played a few games it plays pretty cool, and flanking is np for my zerg
Crackling
maybe remove the trees and the temple walls in the very middle for more flanking options.
all those ramps make it allready terran friendly and the middle is even less big than on longinus
Crimson)S(hadow
btw omg if u improve the aesthetics even more i might faint
modified by Crimson)S(hadow
Crimson)S(hadow
and tael is more susceptible to backdoor main drops/recalls then others
NastyMarine
please no obstacle doodads in the naturals. they are tight enough already. Also the middle platform is way too cluttered. You should remove 80% of the shit you got in there ;O
Excalibur
Testbug
Your trying to use bridge pieces to get the temple edge to blend to the jungle, the way i did it, using no bridge tiles, is simpler and better blended.
Testbug
i dislike how excallbur's transition works.
have you test the vision from the high ground to the low ruins?

and i don't use ruins to temple, mine is only temple to jungle so i don't know where to place yours. and i find mine better xD

EDIT:
placed the sprites and you can see some red misterious thing on it (nuclear red mark)

i also placed mapghost's Xel naga temple so the 3rd double geyser is blocked :)

and what should i do about the zig zag ultralisk? :(
modified by Testbug
Testbug
oh thank you for the replay, i noticed that the 450/250 sprites makes some trees without it's sprite, so then i'll remove those doodads and use the tileset indexed.

than you very much EasYLosS and Edmar[E]!!!
evil_DNA
Testbug is gosu :)
Nice map man, I always tried to do some stairs ramps like yours.
flothefreak
deco is awsome, from raisedjungle/tree setup to dirt/ruins setup to the godly templewall-ruins which is executed so perfectly, you should actually get a price for this.

i bet this map will rough up both, mappers and gamers. it will get a lot of echo, as you used a quite basic but working concept with some innovation and guised it with prefect look and terrain. i cant say more than "you just managed to create a map which is as close to the ONE PERFECT MAP we all try to execute as one has ever been."

even korean mappers and league players will go crazy.


BUT:
i think your expo layout may cause imbalance. i dont know if this doublegas main and minonly natural are really better than standard min/1gas combo at both places.
i would not risk spoiling this outstanding map with such a hardly calcuable setup.
Crimson)S(hadow
nah flo i tested zvt pvt and its pretty balanced... duno about zvp but it should be fine with the reasonable distance and the fact that bisu made zvp a dropping match... its pretty balance when i tested it out, and trust me if i say its balance then its balance; i played 5k games been around... played low fast and bgh, experienced 90% of melee play
Crackling
theres simple no place for a gas at the nat :o
... the way from nat to the min-only is to tight u wont be able to transfer enough units intime when u got attacked there.
just remove some trees (blue corridor should be completly walkable)

and also u should redo the red expansions.
turn their ramps like i have drawn it to make them more neutral / not looking like they allready "belong" to a player. this "belonging" makes turtlestyle very attraktive, u only need to defend 2 points and got 4 expansion with 3 gas T_T

Free Image Hosting at www.ImageShack.us
modified by Crackling
tktkvroom
wow
spinesheath
OMG. Flo, did you really mean that? Or was that just irony?

Honestly, your extended terrain is maybemediocre, but certainly not good. Don't mean to flame you or anything; just telling the truth.

First of all, remove the unnecessary sprites, like the "decoration" in the very center of the map. It does not even look that good. Also remove the nuclear launch markers. What were you thinking when placing these?

I like that you are experimenting with custom doodads, and some of them are quite nice. But you messed up some really basic stuff; and before doing fancy things, make sure that the basic stuff is flawless. I am talking of some of the copy-pasted raised jungle, parts of your ruins etc. Stuff that can be done isometrically correct easily.

Your Temple to Ruins blend is bad, something you should avoid in general. There is a reason why you never see it; it's not like people haven't thought about it before. The bridge tiles are of a lower terrain level than the other tiles; causing problems which could be avoided if you didn't go for fancy stuff. The "physical" correctness comes first, then the looks. Now you messed up both.

Well, again, I don't want to flame you. But I don't like how people are so attracted to this map when it has so many avoidable problems... Jpeg lovers maybe?
Testbug
ok done, high ground shit removen
ust TESTing some new things, it is playable :)
and i wanted to do some ruin doodad, what's wrong with it?


edito:
ok i cutted some trees (removed the sprite but the low part of the bridge's still there)
modified by Testbug
Crimson)S(hadow
fuck those tiki torches(long pole with red flashying stuff on top) gave me an orgasm when i was making an expo
Crimson)S(hadow
plz don't remove the tiki torches/tiki temples
spinesheath
n/c
Crimson)S(hadow
was i dreaming or did i see lots of critters here?
Crimson)S(hadow
map description please
Crimson)S(hadow
i'm thinking that the expo natural shouldn't be raised because it makes it real real bitchy for zergs to do any damage vs people who turtle.....
Crimson)S(hadow
it would solve the ultra zig zagging thing too....
Crimson)S(hadow
i see some blue stuff on the ladders... what are they?
Crimson)S(hadow
omfg dts why why why
Testbug
tested the ultralisk movement and did not find the zig zag thing.
removed the dark templars on ramps.
removed a bengalass near teal's choke.
ramps need to be finished, let's se if i can edit it this friday.
nuclear thing removed because or sprite limit
Excalibur
Testbug, thought you might want to see this:
http://www.maplantis.org/index.php?topic=1499
Testbug
oh that was posted yesterday, and they made better ramps :P
Crimson)S(hadow
did u fix the map description?
mDIX2
It's beautiful but too tight. Terran has got dominate on this map... IMO you should erase this "island" on the middle.
Crimson)S(hadow
mDIX2 play it first before u talk.... i thought the same but after a few games u'll know its pretty flankable

might as well download every map before posting a omment cuz u can;t judge a map by its picture
modified by Crimson)S(hadow
Testbug
this is the ramp on the red circle:


ok all the fake voter's bugs are now fixed (i guess) it's playable and i hope some will test it.
it the raised jungle do their job.

i'll remove all tank spots with trees, bushed and mineral fields.

the low ground ruins will be back, don't worry :)
i'll do decoration next week, i have some exams now
modified by Testbug
Nightmarjoo
"Since you obviously can't add terrain to the expansion at 10, you should take away from the terrain at the other two expos, at 5 and 2 o clock, which are clearly much more roomy"

Also, I think that the area in front of the two expos' ramps at 10 is more open than at the other two areas like that. Perhaps if it is more open, add room to the 10 expo to get closer in size to the other two.

"Also, the expo at 10's top ramp should be moved to the right so that pathing doesn't go through the expo (into the miners or the command center, etc)"

The map I don't think follows the theme to Nightmarjoo's random map competition #2 very well now. Or rather, that there is much room for improvement in that area. More fountains and small temples and neutral protoss units maybe will do the trick.
Testbug
the path was tested nightmarjoo (buid a nexus + pylon assuming it is the command center + comsat station, make 40 dragoons move from your main to NW multy) they will always chose the comsat station side.

even if therre are no workers, they chose that route always.. and i'll add the ruins and the rare copy/pasted ruin doodads, the founteins, and some protoss people.
and a lot of bengalass :D

i won't use too many trees so i can save enought sprites. i'll make 10 bigger and smaller the others. and will have to move the main formations because it was frustrating ;_;

i'll do decoration later. just help me balancing it plz :D
desade
This Map should win an Oscar.
Seriously !
flothefreak
but please keep this map without protoss units as normal map as well. it really rocks =)
Testbug
this map was originally done for nightmarjoo's random competiton, i made a protoss civilization where they had build thing on the temple wall, like ANDENES (google it)


modified by Testbug
Nightmarjoo
Increase nat size and imo it's as good as it'll ever be.
Crackling
remove xelnaga (sucks) and make mineral formations/gas placement/start location like this:

Free Image Hosting at www.ImageShack.us

black crosses dont meen anything :x
let nats as small as they are, they suck -> cooooooool
modified by Crackling
Nightmarjoo
No, don't remove the xel nagas. You know how easy zerg would win if he can get 10 mineral blocks and 2 geysers and guard just one choke? He has to wait a while to get all that at once now thanks to the xel naga. He still has the last expo which has gas and 1 choke to block.
Testbug
i wouldn't like to remove xel naas, but there are too much mineral, looks like zerg is in trouble.

will it be a zerg-auto-win with an other double gass?

if zerg goes to the backdoor can get 2 minonlies and a 3rd gas, and yes, only 1 choke.

then, the main formations. i hate peaks of baekdu thing where you have a lot of useles space, terran can build supply depots, but what is protoss supose to do?

crackling's start locations are not tankable, SW will have the longest main-to-nat distance.
but then you can build some nice gateways there :)
ludamad
Love this map so much. It's just overflooded with creativity imo.


  
8
Replays


--EasYLosS vs Edmar[E](1on1, 1.15)
--Crackling vs Testbug(1on1, 1.15)
--aG.Crackling vs Testbug(1on1, 1.15)
--aG.Crackling vs aG.breeZi(1on1, 1.15)

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