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Active: 2213 users

For motivational purposes

Blogs > lMPERVlOUS
Post a Reply
Impervious
Profile Blog Joined March 2009
Canada4216 Posts
Last Edited: 2009-11-17 20:16:28
October 01 2009 16:31 GMT
#1
I have decided to make a map for BW. I have tried, in the past, and eventually lost interest in continuing, so I hope that this blog will keep me motivated.

Also, I would like some input, critique, and just help in general. Since I am a pretty crappy player, I may overlook something very important.

October 1, 2009 - (4)Fountain+ Show Spoiler +

I started making this yesterday, after an idea that has been brewing in my head for a couple of days, and this is VERY beta at the moment. I have only spent 2 hours on it so far, but I think it has potential.

[image loading]


So, the mains can be blocked, ling tight (with marines spawning inside) with a single depot and a single rax (I believe, I have not tested this yet). The naturals are blockable with 2 depots and a rax, with marines spawning inside (yet again, I have not tested for sure yet). All of them appear to have a good forge fe building placements as well, but since I am not a Protoss player, I do not know for sure.

I have not yet tested for tank holes, that will come shortly.

My plan for this map is to have 4 mains (obviously), using rotational symmetry, and eliminate any early-game advantages caused by positional imbalances. There will be 3 gas and 4 mineral patches per player.

I am not completely sure what I am going to do in the middle yet, however, I do want to make some parts of it unbuildable, and I want to tighten the map just a little. I do not want something directly obstructing the middle of the map.

My plans for the resources are as follows
Mains - 9 minerals x 1500 + 1 gas x 5000
Naturals - 8 minerals x 1200 + 1 gas x 4000
Min only - 8 minerals x 1000
Second gas expo - 7 minerals x 1500 + 1 gas x 5000

The min only expansions will be along the slight concavity on all of the mains, at the bottom of the cliff. The third gasses will be a 12, 3, 6, and 9. Mains will be in the corners, and naturals should be pretty obvious.....

I know there is not really a good overlord spot, but I am going to try to make a few in the middle of the map, rather than a single one to watch the natural, and then a completely open map.....


October 2, 2009 - (4)Fountain+ Show Spoiler +

[image loading]

Small update. I placed the mineral formations. Due to some technical difficulties, that's it. I have not tested them yet, but I believe that they will be out of a tanks maximum range, once I add the minerals at the min-only expansions.


October 10, 2009 - (4)Fountain+ Show Spoiler +

[image loading]

There is the sketch what I pan on doing in the middle. Currently my editing program is fucking up. I have been trying to fix it, but it has been futile so far.

The beige colour is high ground.
The light brown is rocky ground.
The blue is water.
Light blue/grey is going to be a custom bridge.
And if you can't guess where I want to put the mineral lines, and the vespene geysers based on the picture, then you don't deserve to every play Starcraft again.....

Note - this is just a general idea. It is far from being finished. But I think it achieves what I want to accomplish. It is a bit tighter, yet there is still a lot of room to maneuver. There is no obstruction in the direct middle of the line, nor directly between the bases.

And I have moved the mineral lines in the mains away from the edge of the map. Also, I have done some preliminary testing of the rates that they mine, and they are all surprisingly good. I will have to wait until the doodads are in place to be sure however.


November 17, 2009 - (4)Fountain+ Show Spoiler +

[image loading]


I've done a bit of work, which has been hindered by my inability to use Scmdraft to it's potential..... About 3/4 of the time, it will shut down without saving properly, so any progress is very slow..... It is really, really freaking annoying at this point.

I've done some testing, I have ensured that the mains and naturals have similar mining speeds (played as Z, with the same BO for the first 5 minutes, and the averages for 3 trials for all of the mains were very close, as were the naturals (note, the naturals do mine slower than the mains, but that should be pretty obvious.....). I adjusted one of the mains so that it was the same as the others.

I have also ensured that the 3rd expansions are not tankable from the mains. I have not tested for tank holes, and I am sure there are some that need fixing.

The middle is still very WIP. I'm still going to do something similar to my sketch in the previous update, but I don't know how I'm going to do the 60 degree bridges. I might do something else instead.

It's going to need a lot of tile editing still, as well as decoration, and it's still not playable yet.

I tested - the mains are ling-tight with a single depot and rax, and the naturals are ling-tight with 2 depots and a rax. All of them spawn marines on the inside.

As Z, it looks really, really easy to make a good sim city to defend the natural.


**
~ \(ˌ)im-ˈpər-vē-əs\ : not capable of being damaged or harmed.
kOre
Profile Blog Joined April 2009
Canada3642 Posts
October 01 2009 16:33 GMT
#2
Map looks pretty well thought out, can't wait to see the finished version.
http://www.starcraftmecca.net - Founder
FaCE_1
Profile Blog Joined December 2006
Canada6184 Posts
October 01 2009 16:34 GMT
#3
is that andromeda ?

n_n
Polar_Nada
Profile Blog Joined June 2008
United States1548 Posts
October 01 2009 17:14 GMT
#4
theres gonna be a huge fountain in the middle right?
[ReD]NaDa and fnaticMSI.SEn fighting~! ::POlar @ UC Irvine::
Cloud
Profile Blog Joined November 2004
Sexico5880 Posts
October 01 2009 17:26 GMT
#5
Well, any artist typically names his work after its done or starts by doing the main idea that the title entails.
BlueLaguna on West, msg for game.
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
October 01 2009 17:30 GMT
#6
Hoping for a Health fountain in middle of map :p
POGGERS
StorrZerg
Profile Blog Joined February 2008
United States13919 Posts
October 01 2009 17:58 GMT
#7
im scared of the 1 supply 1 rax block... bit imba imo
Hwaseung Oz fan for life. Swing out, always swing out.
Tooplark
Profile Joined October 2008
United States3977 Posts
October 01 2009 19:16 GMT
#8
Looks very nice! Could you upload what you have so far?
WHAT POW'R ART THOU WHO FROM BELOW HAST MADE ME RISE UNWILLINGLY AND SLOW
Wurzelbrumpft
Profile Blog Joined July 2008
Germany471 Posts
Last Edited: 2009-10-01 19:48:14
October 01 2009 19:37 GMT
#9
i really really like those kind of open maps. plz dont clutter it up with doodads everywhere now.

On October 02 2009 02:58 StorrZerg wrote:
im scared of the 1 supply 1 rax block... bit imba imo


so wallins are imbalanced now? lol

although pushing in tvp as long as its not crosspositions looks really easy since one always has a wall in the back and the distances seem sort of short.. if terran just slowpushes and takes one of the thirds at 12,3,6 or 9 he got those easily covered and practically has the toss contained.
beam me up scotty, this planet suxX
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
October 01 2009 21:46 GMT
#10
map looks pretty generic, sorry to say.
..and then I would, ya know, check em'. (Aka SpoR)
FyRe_DragOn
Profile Blog Joined November 2006
Canada2056 Posts
October 01 2009 22:48 GMT
#11
looks promising keep it up (just dont add tons of neutral buildings and minable patches and backdoors etc that shits really annoying)
aka DragOn[NaS]
Impervious
Profile Blog Joined March 2009
Canada4216 Posts
October 02 2009 01:22 GMT
#12
On October 02 2009 01:33 kOre wrote:
Map looks pretty well thought out, can't wait to see the finished version.

Thanks

On October 02 2009 01:34 FaCE_1 wrote:
is that andromeda ?

Is Andromeda a bad map?

On October 02 2009 02:14 Polar_Nada wrote:
theres gonna be a huge fountain in the middle right?

My first idea was to draw a fountain in the middle. That idea is still very debatable. In fact, I dunno if I will still do that.

On October 02 2009 02:58 StorrZerg wrote:
im scared of the 1 supply 1 rax block... bit imba imo

Well, I needed to do something to make it worthwhile to not go for the 2 depot and rax block including the nat.....

On October 02 2009 04:16 Tooplark wrote:
Looks very nice! Could you upload what you have so far?

Once I get it further, to the point where it is playable, I will make it downloadable.

On October 02 2009 04:37 Wurzelbrumpft wrote:
although pushing in tvp as long as its not crosspositions looks really easy since one always has a wall in the back and the distances seem sort of short.. if terran just slowpushes and takes one of the thirds at 12,3,6 or 9 he got those easily covered and practically has the toss contained.

I know this is a problem, but this exists in most 4 player maps..... Andromeda and Python are no different. Yet, overall, there is no significant imbalance.....

On October 02 2009 06:46 CharlieMurphy wrote:
map looks pretty generic, sorry to say.

I know it looks bland. I'm not trying to make a radically new style of map here..... Battle Royale showed why that can be a very bad idea..... this is just something I want to spend some time on, over the next month or so.

On October 02 2009 07:48 FyRe_DragOn wrote:
looks promising keep it up (just dont add tons of neutral buildings and minable patches and backdoors etc that shits really annoying)

Agreed. I want to keep this simple. I want to make it so that anyone could download it and play it, feeling comfortable on the map (assuming they have played maps like Python or Andromeda).

Thanks for the comments guys. And the 1 star it has been rated
~ \(ˌ)im-ˈpər-vē-əs\ : not capable of being damaged or harmed.
Impervious
Profile Blog Joined March 2009
Canada4216 Posts
October 02 2009 23:33 GMT
#13
Well, I've made a small update, and I figured I should update this accordingly.

I have run into some technical difficulties with SCMDraft 2.0. Every time I try to save now, the program crashes, and will not save anything that I have done. I have uninstalled and reinstalled the program, as well as restarted my computer (among other obvious potential fixes), but I have not had any success.

I have googled for a solution, but I have not found any. Any suggestions? This used to be a rare occurrence, as in less than 10% of the time. Now it is happening way too often.

Anyways, I'm too tired to do more, especially when it is not saving any changes I have made.....

Also - I'm now going to be using ImageShack, rather than Photobucket. Photobucket is fucking up right now for me.....

Maybe it's just bad luck or something.....
~ \(ˌ)im-ˈpər-vē-əs\ : not capable of being damaged or harmed.
d3_crescentia
Profile Blog Joined May 2009
United States4054 Posts
October 03 2009 00:01 GMT
#14
you can try another mapmaking program that isn't quite as powerful as SCMDraft

comment on the map: the mineral lines look too close to the edge of the map for turret placement, unless that's what you're going for
once, not long ago, there was a moon here
Impervious
Profile Blog Joined March 2009
Canada4216 Posts
October 03 2009 00:38 GMT
#15
They are. That's one of the things I wanted to change when SCMDraft started fucking up for me. I'm going to move them a couple of squares inwards on my next edit.

Also - I am going to be doing some major tile editing (since I have figured out what I am going to do in the middle, I will post a pic of it later, when some of that starts to take shape), so I need a program capable of that. I am already familiar with SCMDraft, but are there any comparable programs that have a similar style of controls?
~ \(ˌ)im-ˈpər-vē-əs\ : not capable of being damaged or harmed.
Impervious
Profile Blog Joined March 2009
Canada4216 Posts
November 17 2009 20:25 GMT
#16
Update - actually, this update has been a couple of weeks in the making. I have spent much more time trying to get Scmdraft or Starforge to run on my comp than actually working on any maps.....

So, I got a few things done. Progress has been slowed considerably by Scmdraft not working properly. I've also done some basic testing.

I'd like some comments from Protoss players. It's the race I know least about.....

And I got a 1 star rating. Awesome!
~ \(ˌ)im-ˈpər-vē-əs\ : not capable of being damaged or harmed.
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