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Last update for (2)Blue Lagoon 0.8 : 2018, 09, 27 02:20
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
5075 (2)Blue Lagoon 0.8 96*128MellOw-42,107,522.3betaground

The map has been rated 51 times and got a total of -2147483639 points
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Comments:   GMCS (0 elements)


Mellow[pain]
*Not an updated photo

This is my first time putting effort into a 1v1 map. I am hosting a $100 mini starleagud (not announced yet) and am going to use this map and Freakling's (3)Reap the Storm, as well as a few other standard maps.

Will updated photo later and upload replays. It seems to play really nice!
MellOw[PaiN]
I uploaded some replays!

Can we add new patches to the option? 1.15 is a bit outdated. :)
MellOw[PaiN]

Here is the tournament link!
I am featuring (3)Reap the Storm and (3)Uzi Sara in my tournament. Cheers!

http://www.teamliquid.net/forum/bw-tournaments/537382-bwl-mini-starleague-1#5
Freakling
This map still needs a lot of work:
  • Most of the terrain looks very unfinished, very blocky, rectangular edges, missing tiles, badly blended trasnsitions etc. …
  • If you want to use the new ramps you'll have to convert all of them to terrain and heavily post-edit them to fix all buggy cliff terrain levels!
  • You very liberally use Sprites as deco, without any accompanying terrain editing. So units can just walk through and "behind" the sprites, which looks very weird in-game
  • Are those Warp GAtes just for flavour? Doesn't even matter though as they won't show up in-game because you have not placed them as sprites.
  • There are various places where you have used a low ground tile on the medium ground. Check the "height" overlay in ScmDraft to fix these.
  • What's that weird mess of minerals at the ~2/8 o'clock expansions? They don't even block the choke, so what's the purpose? If there's none get rid of them, if there is one you probably can clear that up a lot at least I think.
MellOw[PaiN]
Hey Freakling, thanks for commenting, check out the tournament I am hosting with your map (3)Reap The Storm. Love your maps

-The minerals at 2 and 8 are blocking a back -door entrance. If one of those expansions are taken and the minerals oversaturated with workers, the workers will automatically mine the wall, opening up a backdoor. They also can be used offensively by jumping a probe over them or mining them out to sneak some lings or zealots, etc in there. I haven't really seen this concept to before and I hope it plays well.

-The map is not decorated yet, this is just the layout. I havent had much issues with the ramps so far and I've seen some good games on it. I will finish decorating it before the tournament is complete.

Some stuff is super raw in what you downloaded since I was changing stuff around between almost every game, it should look nice when I finish it.

I am new to making maps so I didn't know how to place neutral buildings. You use sprite buildings for neutral?

@Freakling, can you tell me what the size difference of the side ramps going into the main compared to normal ramps like on FS? They seem to be roughly the same size, just longer.


Thanks for your input... Stay tuned to see Reap the Storm played during cast!




modified by MellOw[PaiN]
MellOw[PaiN]
@freaking I can't find the night overlay in scmdraft2
triller1
I like this map a lot, 8/10, but i think you should remove those mineral patches at the thirds. gives the map and ugly and unpolished feel and look, if you're going to anything with mineral patches maybe stack them 2wide Ala Heartbreak Ridge/Destination where they can be clump mined, rather then spreading them out like a fat dudes spilled tomatoes on a subway train. Or use power generators, Xel naga temples, or zerg eggs like on plasma.
Replays


--Kingdom[bwL] vs aM_nEw_hErE(1on1, 1.15)
--Chuckles(Z) vs TrueFang(1on1, 1.15)
--Kingdom[bwL] vs lllllllllllll(1on1, 1.15)
--MellOw[bwL] vs aLeJ[eMg](1on1, 1.15)
--MellOw[bwL] vs TrueFang(1on1, 1.15)
--MellOw[bwL] vs TrueFang(1on1, 1.15)
--MellOw[bwL] vs TrueFang(1on1, 1.15)

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