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[Map] Pepper MD - Page 2

Blogs > stenole
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cgrinker
Profile Blog Joined December 2007
United States3824 Posts
Last Edited: 2008-11-26 20:53:58
November 26 2008 20:53 GMT
#21
EDIT double post sorry
Archaic
Profile Blog Joined March 2008
United States4024 Posts
November 26 2008 21:16 GMT
#22
On November 27 2008 01:48 Chill wrote:
You don't actually play this game, do you? StarCraft has a certain set of ideas in a "standard" map that keeps the game balanced. You can't just change these ideas without counterbalancing them with other things. For example, putting the natural that fair away and giving no relatively close third base, means Zerg simply loses on this map.


As far as I know, most map making has simply become aesthetics. It looks pretty good, but Chill already pointed out the issue in balance.
Frits
Profile Joined March 2003
11782 Posts
November 26 2008 23:00 GMT
#23
On November 27 2008 03:20 demonic_phate wrote:
Show nested quote +
On November 27 2008 02:55 Chill wrote:
On November 27 2008 02:13 Not_Computer wrote:
I like the idea and design very much actually. (I guess I'm quite liberal to new map designs... even if they're imbalanced?)

I thought of the idea of a "resource only" main, where it would be compact and separate, so that all the production buildings (and bulk of the base) would be on the lower ground.

I would have to agree with the others though, that this map would be extremely zerg unfriendly (opposite to my map, lol... hey, you're a terran player and I'm a zerg player, makes sense for the bias)

This style would probably reminisce of the early starcraft days where one base micro play would be the emphasis and players would not be expected to expand until the mid-game. All of the expos are pretty difficult to defend, especially since the natural clogs the entrances, lol.

5/5, keep working at it! Study existing maps to see what details are a requirement and what "balances" are flexible to give a slightly imbalanced but importantly creative feel. (I need to do so too )

Why? Why do mappers have this ideal that creativity is more important than balance? That's why no one plays your maps.

because last time I checked Starcraft was a GAME
GAMES are supposed to be FUN


....and imbalance is fun?

Seriously if you're gonna make melee maps make them balanced or noone is gonna play them.
Chef
Profile Blog Joined August 2005
10810 Posts
November 26 2008 23:38 GMT
#24
As far as I know, most map making has simply become aesthetics.

Allow me to inform you that you know nothing.
LEGEND!! LEGEND!!
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
November 27 2008 00:14 GMT
#25
Well Chill basically said it. The map is imbalanced, isn't symmetrical, looks plain, and doesn't really bring anything new to modern maps.
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
demonic_phate
Profile Blog Joined August 2007
United States442 Posts
November 27 2008 00:48 GMT
#26
On November 27 2008 08:00 Frits wrote:
Show nested quote +
On November 27 2008 03:20 demonic_phate wrote:
On November 27 2008 02:55 Chill wrote:
On November 27 2008 02:13 Not_Computer wrote:
I like the idea and design very much actually. (I guess I'm quite liberal to new map designs... even if they're imbalanced?)

I thought of the idea of a "resource only" main, where it would be compact and separate, so that all the production buildings (and bulk of the base) would be on the lower ground.

I would have to agree with the others though, that this map would be extremely zerg unfriendly (opposite to my map, lol... hey, you're a terran player and I'm a zerg player, makes sense for the bias)

This style would probably reminisce of the early starcraft days where one base micro play would be the emphasis and players would not be expected to expand until the mid-game. All of the expos are pretty difficult to defend, especially since the natural clogs the entrances, lol.

5/5, keep working at it! Study existing maps to see what details are a requirement and what "balances" are flexible to give a slightly imbalanced but importantly creative feel. (I need to do so too )

Why? Why do mappers have this ideal that creativity is more important than balance? That's why no one plays your maps.

because last time I checked Starcraft was a GAME
GAMES are supposed to be FUN


....and imbalance is fun?

Seriously if you're gonna make melee maps make them balanced or noone is gonna play them.

I'm not saying imbalance is fun, I'm saying that often times creative maps are more fun to play on than the "standard" macro maps even if they sacrifice balance
BusyP
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