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Blogs > dimfish
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dimfish
Profile Blog Joined February 2010
United States663 Posts
Last Edited: 2010-05-07 07:20:38
May 07 2010 06:44 GMT
#1
I love mapping, and if you're reading this I assume you do, too. I'm intent on producing tournament-quality SC2 melee maps--if that hypes you up then LET'S GET TO IT!

Before you make great maps you gotta make a bunch of ok maps to iron the kinks out. I aim for greatness with every map, like we all should, but they don't always turn out that way, so let's look at some I've done already and extract what works and what doesn't. Seriously, I have thick skin, please rail on stuff you think is bad or I'll never hit my mark of getting a map into tournament play.

First up: (2)Curtain
Pre-beta I posted several map designs on the Blizzard SC2 forums as hatsForSale (before I discovered TeamLiquid--LOVE FOR TL) and I think this was one of my best concepts:

[image loading]

And I mapped it out:
[image loading]
download (2)Curtain

[edit: remove some non-functional land mass outside of the playable borders that was distracting from the basic map design for this discussion]

So what's going on here? First of all, there is a big open space with no expansions along the top of the map. I did that to encourage crafty army maneuvers. There is a "curtain" of LoS-blockers along that space, and if you a-move your units to the enemy main they will happily walk along the curtain. Good players can use the curtain to ambush a-movers or creep up on the natural, and when good players play each other I think you might see them do a lot of work to get in the best position before a battle--in a way unique to this map. So yeah, I think we're off to a good start where a major feature of the map is potential for exciting army maneuvers!

What else do we have? A third expansion that is also adjacent to the main, but if you don't destroy the rocks you have to walk a longer way to get there. You could float a CC, but it'd be tough to defend an attack on it. Now--before you bawl about "back doors on maps are cow cud," let's have a side discussion.

Destructible path-blocker is an awesome tool in the mapper utility belt. Anything can be misused, so just because you hate it on Blistering Sands doesn't mean every "back door" is bad. So open your mind and let's think about this.

1. Rush distance is key. Nobody plays tournaments on Blood Bath (except maybe a Blood Bath tournament which is like a game in itself!) because the wide variety of possible strategies evaporate when I can get in your base in 12 seconds. So, you have two choices: either you call a moratorium on destructibles and every map has a sufficiently long rush distance (or a sufficient number of start locations) OR you use destructibles judiciously and we get cool maps like Scrap Station with a long-turns-into-short main-to-main distance.

2. Many quality SC1 maps featured destructible back doors. Heartbreak Ridge is a cool map where there is a quick mineral-mining way to get through the backdoor to natural, or a mid-to-late game temple-destroying way. It works, doesn't it? Blistering Sands seems a little frustrating because the back door is really a big hinderance, and for it to be fun you basically have to use it to hinder your opponent before they hinder you. It's not like players can't handle it, but it feels more like work defending your main than an exciting, fun strategy game. So, yeah, I think Blistering Sands basically shows you one way how not to use destructibles.

End Side-Track.

[image loading]

So I have a back door of sorts to the main on Curtain, but please take a good look at it. The back ramp is very near the normal ramp to the main, so it's not hard to use one group of units to defend an attack at either. The back door isn't really there for your enemy to attack through, it's mainly to prevent you from fast-expanding twice! I like the expos hugging the main, and I want you to probably choose the natural first, even though it is more exposed, because it works better in the early game.

So what's not working for me? Really I just think that very good players will want more total expansions on the map, but the map is just where I want it otherwise. I'd consider two islands off to the right and left, maybe. The issue I see is that if there are more expansions to the sides, more land mass and expos to the south, or even north of the curtain, then the whole curtain dynamic is ruined. You want units walking the curtain path frequently or it doesn't work!

Or, the map is in a decent state already. Tell me what you think!

Poll: What kind of game would you want to play on (2)Curtain?

Practice matches, it gives me ideas (3)
 
50%

Ladder matches, it's fresh and fair (2)
 
33%

Just one game with my little brother (1)
 
17%

My tourney matches! (0)
 
0%

6 total votes

Your vote: What kind of game would you want to play on (2)Curtain?

(Vote): My tourney matches!
(Vote): Practice matches, it gives me ideas
(Vote): Ladder matches, it's fresh and fair
(Vote): Just one game with my little brother



Waffles
Profile Blog Joined July 2009
Romania605 Posts
May 07 2010 06:49 GMT
#2
doesnt seem mirrored in the top left corner.
dimfish
Profile Blog Joined February 2010
United States663 Posts
May 07 2010 07:03 GMT
#3
That stuff top-left is half-done non-usable background terrain. It used to be totally empty up there, and I haven't decided to go full-blown production pretty with this map yet.
Empyrean
Profile Blog Joined September 2004
17070 Posts
May 07 2010 07:26 GMT
#4
While it seems like a decent idea, I doubt the feature will affect gameplay much. Since there aren't expansions up there, the only reason to use the hidden terrain would be to set up some sort of epic flank, but if the opponent is at all careful (for example, by sending a worker or something), he'll know what's coming.

Also the resource count seems a bit low.

It's great that people're making maps, though. I used to be semi-involved in maps in BW and hoped to get into it for SC2, but the Galaxy Editor completely fails on my computer and is a completely black screen. :<
Moderator
Deleted User 55994
Profile Blog Joined December 2009
949 Posts
May 07 2010 08:54 GMT
#5
Does not have enough expansions.
snotboogie
Profile Blog Joined August 2009
Australia3550 Posts
May 07 2010 09:00 GMT
#6
Idra is pissed at this map
dimfish
Profile Blog Joined February 2010
United States663 Posts
May 07 2010 14:35 GMT
#7
On May 07 2010 18:00 snotboogie wrote:
Idra is pissed at this map


Why? Not enough expansions? Wouldn't he like the nice open areas for flanking MMM balls?
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