|well im not too good with these introductions. A new version of unknown beauty basically. Pretty standard maps. The shade in the center is actually unwalkable terrain.|
|She looks wild and dangerous!|
|Did you test if distances and sizes are equal?|
And what did Grief do?
|she almost looks hispanic...|
|she's got nigger lips.....lets hang her|
|you are a really good mapper :) jsut the everything so filled of imagination it feels like :D|
the distance to min-only feels alittle hard for tvp since there is unbuildable rocks to the path for it, maybe u should remove some rocks (mine tank turret u know the way)
tvz should be fine if u ask meĻ
i think u should work on the lips and the right eye ;)
|LOL OH WOW|
she got a huge left eye wtf o_o
and she is looooking at me zomg
|Wow, nice. But middle is bad if play pvt imo |
modified by SiaBBo
|when i open the map some minerals etc are owned by player 1|
and i just relised some of the middle is unwalkable, dunno what to think about that lol
|well the right eye is obviously bigger since the face is angled, the middle shades are as mentioned in OP supposed to be unwalkable. The minerals will be changed since i was a bit tired last night.|
I dunno if i agree with the 2nat distance though. Ive never thought too much turtling would be a good idea. besides the left side gas expos are pretty easy defendable.
I might be wrong, but im usually a bit cautious to just make 1 minute changes without having it tried first.
Basically grief have created the map and the expo layout, so he will have to answer for that. The pure aestethical aspects are my creation. But mabye the stars in her hair gave that away o_O
modified by Starparty
|ah starparty, you give me too much credit...|
for the curious ones:in few words - starparty focus on the middle of the map and i on what's arround.we have agree from the beginnning of our cooperation about what everyone has to do;and from my part i can say starparty show a very professional attitude in evry situation;in mapping but also in analyzing.it was a pleasure for me to work with him on this project.especially because i liked the concept from the start;i saw the chances which lie in in this project - also the possibilities to create something unique.it was for me also a new feeling 'cause even if i have still other maps in co-production this was my first one on which i worked from the start.(2)romanov sanctum 2.0 is an upgraded map,and (2)land of immortals was redesigned.
i hope you guys like it
|ok - i add a obs version & a better pic.and that mins belong to 12|
|So this map joins other maps that look like something. As far as I know they are:|
243 Unknown Beauty
361 The Lost Cactus
389 Christmas Nightmare
790 Meltdown Man
Hey, this is enough for a competition!
|look up jinglebells too. notice how i am involved in more than half of them :)|
|Lancet, you forgot Thirsty ;-D|
Very nice map Grief and Star :)
|Tecnal, this kind of comp has been already done. Some of these maps you named were especially done for this comp... |
modified by ProTosS4EveR
|You're an artist Starparty!|
Yeah, I know about that comp (some of the maps I mentioned were there) but I think that among all that Sheila is the best so far.
Bunsen, what is the middle of Thirsty supposed to be? a pumpkin? Hey, when will you make another map?
|really nice map, and yes, 3 o'clock multy is easier to defend. maybe you can fix that by moveing todn the entrance? look at gmcs|
NICEE EEAR RINGS!! ;)
oh, and plase, fix the eyes :(
LOL yeah Grief_Stricken! i mean 9 o'clock me bad.
but i was talking about a teran camping with tanks and vultures near 10 o'clock choke will be able to deffend very well
while trying to deffend the southern bases won't be that easy because the are is larger and lots of protoss can attack your separated/splited army.
what do you think?
modified by Testbug
|i guess, you mean 9 o'clock is easier to defend than the expo on 6 - and not on 3!. a little,maybe.but if you play the map you will find out that 6 is also easy to defend.but maybe because of the rocky ground you don't have the same room for cannons/sunks.i suppose by changing the rocky ground into buildable it's done.i will do it|
|Absolute dynamite!!!!!Mapping on the razors edge.GG|
|thx*thx - jbg|
well testbug, i deleted all the rocky terrain from the south expansion in order to give z/p more room for cannons/colonies because on 9 it was more room for them.and after then i played to find out some possible troubles,about you spoken.and i can't find significant differences in defending 6 vs. 9.neither as p vs t not as t vs p.
on such a map you cannont force a 100% symmetry 'cause otherwise you can provoke a more important flaw like a significant distance difference from the nat,which i can afford.also the nativness of the map will suffer.and the point is you don't need such a perfection.all you need is to avoid significant differences that can lead to imbalances.
|eeewwww look at her nose|
|Awesome map in every aspect.Wow!|
|useless bump ?|
|I agree map Is fantastic and that girl In the middle lol good job. |
|quite alot of replays on this one :o did i miss anything?|