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[Contest] Map Design Contest! - Page 15

Forum Index > BW General
Post a Reply
Prev 1 13 14 15 16 17 24 Next All
Husky
Profile Blog Joined May 2009
United States3362 Posts
January 24 2010 06:50 GMT
#281
The new picture isnt working for me. Would really like to see the updated version
Commentaries: youtube.com/HuskyStarcraft
dyren
Profile Joined December 2009
United States260 Posts
January 24 2010 07:00 GMT
#282
Splorygon your 1.3 image is a broken link. I downloaded your map and I think your latest changes are a solid improvement over the last version. I like the map a lot actually but I feel Terran can probably hold his half of the map easily.. so ~6 bases by covering roughly 3 chokes.. that's pretty good.. for terran haha. I'd like to see some games on it.
(╬ ಠ益ಠ)
Husky
Profile Blog Joined May 2009
United States3362 Posts
January 24 2010 07:06 GMT
#283
Heres the image for your update

[image loading]
Commentaries: youtube.com/HuskyStarcraft
Husky
Profile Blog Joined May 2009
United States3362 Posts
Last Edited: 2010-01-24 07:31:29
January 24 2010 07:28 GMT
#284
Alright, just updated the OP with about 4 revisions and 2-3 new maps. Please let me know if I missed anything you've added.

Note: Its a huge help to me if when you make a new update to make a new post with the new screenshot, map name, and what you changed.

Keep up the great work guys
Commentaries: youtube.com/HuskyStarcraft
Geeko
Profile Joined January 2010
New Zealand17 Posts
Last Edited: 2010-01-24 07:50:36
January 24 2010 07:46 GMT
#285
Update
Map - Stone Hill

Details
- Two unstacked Protoss Temples block the second entrance to the natural.
- All minerals and gases are at 1500/5000.
- The backdoor temples are stacked 10 times.

Here's the update from the previous version.

Old
+ Show Spoiler +
[image loading]


New
+ Show Spoiler +
[image loading]


Download - Melee
splorygon
Profile Joined September 2009
18 Posts
Last Edited: 2010-01-24 11:09:04
January 24 2010 08:05 GMT
#286
On January 24 2010 16:00 dyren wrote:
Splorygon your 1.3 image is a broken link. I downloaded your map and I think your latest changes are a solid improvement over the last version. I like the map a lot actually but I feel Terran can probably hold his half of the map easily.. so ~6 bases by covering roughly 3 chokes.. that's pretty good.. for terran haha. I'd like to see some games on it.

Sorry, image is fixed now. I'm still playing games on it with my friends. I'll upload some reps for you to see later. I'll see what I can do to make it less terran favored if it turns out that way.
On January 24 2010 16:06 HuskyTheHusky wrote:
Heres the image for your update

[image loading]

Thanks.

[edit]
Here's a bunch of replays of games on the map. We're probably around D+ rank so it probably won't show imbalances too well.
Download the replays here.
[/edit]
dyren
Profile Joined December 2009
United States260 Posts
Last Edited: 2010-01-25 02:49:49
January 24 2010 12:18 GMT
#287
incoming wall of text... proceed at own risk...
edit: you can find replays here: http://www.panschk.de/mappage/comments.php?mapid=4003


+ Show Spoiler [Center Expo???] +
[image loading]

or this!
[image loading]

or this?
[image loading]

Muessoloc III (edit: this was an older picture but got updated thru bwm..)
[image loading]


So while playtesting I had a range of different people giving me feedback on Muessoloc III and I made a lot of necessary little changes like fixing misplaced doodads, geyser placement, mineral count at natural matches colo (6 patches), small but important stuff like that.

But I had one stubborn but helpful tester who really attacked this map in his analysis causing me to have to really think about and defend some of the decisions I've made. So I would like to just take a second to talk about how I see my map and the balance on it. Needless to say I've largely based it off the map Colosseum II which in my opinion is both a great map and pretty unique. It features a low ground main, protected natural, and close third with a wide ramp near the main choke and small back door ramp. There's a neutral sunken at the choke providing creep for a sunken rush or defense and it creates a smaller choke. Colosseum features an open flat middle with 4 compound walls forming an oval around a central expansion. I really think this map has a lot going for it. It promotes fast expansion builds with the in-base natural and that opens up the possibility of fast aggression to punish a greedy fast expander. Also, building placement is critically important in this map to prevent run-bys and being sieged from the high ground above your choke. The presence of this high ground is clearly deliberate and creates the need for Protoss to have good map control early in PvT.

My keen tester was adamant that protoss fast expand was not viable on Muessoloc because he ran lings by some noob protoss in one game. He insisted there was something wrong with the map because he was able to run lings in and harass the natural and main. I had to explain that the layout of the choke and the short-medium length rush distances mean building placement is critically important as well as constantly scouting your opponent (a feature I like very much in a map.) So as usual if your opponent isn't scouting you well you have the opportunity to surprise him ... this is even more deadly on a map like Muessoloc.

It was brought to my attention that T imbalance might exist due to cliffs (what a surprise,) I tried to make the center such that if T is slow pushing through the middle there are other ways to move your army and counter or surround him. As far as siege tanks at the third, well I think you shouldn't let him get tanks up there! This means map control and scouting.

Another imbalance that was brought forward was Guardians. Someone pointed out that the 2 and 5 o clock bases are extremely succeptable to guardian rape. While I agree that they are vulnerable, and besides the fact that the 9 o clock base does not suffer from the same vulnerability (this sucks,) I think the answer is SCOUT and have something prepared. If you see your enemy muta harassing and then his mutas fly over the dead zone and don't reappear, suspect guardians (also scout his base) and if T get your wraiths up asap, if P sairs which you should have anyway and guards are dumb in this match up. There have been two games recently where flash has had several wraiths prepared when or before guards pop.

Someone pointed out that the naturals are small. Yes. Should I make them larger? I didn't think it was necessary but I am interested in hearing other people's opinion.

I've had two people out of like 40 tell me to change the checkerboard pattern on the naturals. Yes? No?

Some people are telling me to put an expo in the center of the map. Anyone have thoughts on this? I'm inclined not to however I have seen many games finish with no one using the center. However in the one decent TvT it was used a lot. I think having a mineral rich expo in the center would force a certain amount of awareness on both players and create movement through the middle. However I just don't feel like the map needs another expo.

So, in short, the layout and features of Muessoloc III create the need for 1) keen and proactive scouting. 2) near perfect building placement. 3) map control. This map punishes 1) noobs who don't scout. 2) bad mechanics (BO loss/win.) 3) bad building placement!

If you would like to see my map I'll be on ICCUP as much as possible and would love to chat about sc and the contest with any and all of you. Username: dyren

(╬ ಠ益ಠ)
konadora *
Profile Blog Joined February 2009
Singapore66363 Posts
January 24 2010 12:31 GMT
#288
yes change the checkboard pattern
POGGERS
Pinnacle55
Profile Blog Joined October 2009
Singapore173 Posts
January 24 2010 14:18 GMT
#289
I gotta agree - that checkers thing looks real outta place

Other than that, I like your map a lot! Probably the best there is in this pool - but maybe I'm biased because I saw how it evolved from the very beginning, and every change was good
There is hopeful symbolism in the fact that flags do not wave in a vacuum.
dyren
Profile Joined December 2009
United States260 Posts
Last Edited: 2010-01-24 14:45:46
January 24 2010 14:45 GMT
#290
Blah, I'm sorry you guys don't like it... everything in SC is tiles yet all you see is ISOM's.. I think it looks "good" to have the square shaped design but it's removed in the latest ver. Thanks for the compliment Pinnacle! Too kind..
(╬ ಠ益ಠ)
Slugbreath
Profile Blog Joined July 2009
Sweden201 Posts
January 24 2010 15:14 GMT
#291
A lot of these maps look pretty sweet!

By the way, the name Gardens of Aiur is only one letter away from the vastly inferior map Garden of Aiur.

Not that that matters for the contest, of course. I mean it's not the first time map names are duplicated. After all, the fact that there already was a map named Face Off didn't stop them from making Face Off. Or that Eye of the Storm was released long before Eye of the Storm.
elow
Profile Joined January 2010
Spain113 Posts
January 24 2010 16:35 GMT
#292
Husky if you want i can help you choose the top 3 maps.I don't want anything in return! I just want to help because you mentioned that you couldn't do it by yourself. I'm not a programmer (i'm D on ICcup lol) or a good SC map designer but i'm a guy that knows a little something about maps and strategy! I've been playing SC since i had 9 years,now i have 15.I'm really good on anylising replays and strategy but as i mentioned above i can't play very good.So if you want any help you can PM me...The main reason i want to help is because i have a lot of time (i can't be in front of the computer all day...because of school and soccer training) but im a good 5 or 6 hours so yeah.
P.S. Keep going you are very good at commentating
Chill: ''My children, please fucking stop making threads about how you are pissed that Brood War is dying and so on and so forth. It's getting tiring, and my old bones ache.''
dyren
Profile Joined December 2009
United States260 Posts
Last Edited: 2010-01-24 16:44:53
January 24 2010 16:43 GMT
#293
Edit: oh my map was updated automatically in the above post due to me updating the thumb on bwm
(╬ ಠ益ಠ)
Plissken_2097
Profile Blog Joined December 2008
Spain628 Posts
Last Edited: 2010-01-24 17:17:13
January 24 2010 17:14 GMT
#294
Update:
+ Show Spoiler +
[image loading]

[url blocked]
Formerly Golondrin
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
January 24 2010 20:20 GMT
#295
Ok Up date!

[image loading]


- Added rocky ground, to make the middle bit + unbuildable ( There still is turret space )

- The decoration is now 100 % done

- All the doodads are now in place

- There are no + unintentional tank holes

- All sprites have been double checked, they work fine and are all ling proof.

- Lurkers can hit 3 mineral patches in range of the nat from the low ground outside the nat.

Hope you guys like tis possible final version (there might be 1 + update)
10%
mmp
Profile Blog Joined April 2009
United States2130 Posts
Last Edited: 2010-01-24 20:38:25
January 24 2010 20:37 GMT
#296
+ Show Spoiler +
On January 24 2010 21:18 dyren wrote:
incoming wall of text... proceed at own risk...
edit: you can find replays here: http://www.panschk.de/mappage/comments.php?mapid=4003


+ Show Spoiler [Center Expo???] +
[image loading]

or this!
[image loading]

or this?
[image loading]

Muessoloc III
[image loading]


So while playtesting I had a range of different people giving me feedback on Muessoloc III and I made a lot of necessary little changes like fixing misplaced doodads, geyser placement, mineral count at natural matches colo (6 patches), small but important stuff like that.

But I had one stubborn but helpful tester who really attacked this map in his analysis causing me to have to really think about and defend some of the decisions I've made. So I would like to just take a second to talk about how I see my map and the balance on it. Needless to say I've largely based it off the map Colosseum II which in my opinion is both a great map and pretty unique. It features a low ground main, protected natural, and close third with a wide ramp near the main choke and small back door ramp. There's a neutral sunken at the choke providing creep for a sunken rush or defense and it creates a smaller choke. Colosseum features an open flat middle with 4 compound walls forming an oval around a central expansion. I really think this map has a lot going for it. It promotes fast expansion builds with the in-base natural and that opens up the possibility of fast aggression to punish a greedy fast expander. Also, building placement is critically important in this map to prevent run-bys and being sieged from the high ground above your choke. The presence of this high ground is clearly deliberate and creates the need for Protoss to have good map control early in PvT.

My keen tester was adamant that protoss fast expand was not viable on Muessoloc because he ran lings by some noob protoss in one game. He insisted there was something wrong with the map because he was able to run lings in and harass the natural and main. I had to explain that the layout of the choke and the short-medium length rush distances mean building placement is critically important as well as constantly scouting your opponent (a feature I like very much in a map.) So as usual if your opponent isn't scouting you well you have the opportunity to surprise him ... this is even more deadly on a map like Muessoloc.

It was brought to my attention that T imbalance might exist due to cliffs (what a surprise,) I tried to make the center such that if T is slow pushing through the middle there are other ways to move your army and counter or surround him. As far as siege tanks at the third, well I think you shouldn't let him get tanks up there! This means map control and scouting.

Another imbalance that was brought forward was Guardians. Someone pointed out that the 2 and 5 o clock bases are extremely succeptable to guardian rape. While I agree that they are vulnerable, and besides the fact that the 9 o clock base does not suffer from the same vulnerability (this sucks,) I think the answer is SCOUT and have something prepared. If you see your enemy muta harassing and then his mutas fly over the dead zone and don't reappear, suspect guardians (also scout his base) and if T get your wraiths up asap, if P sairs which you should have anyway and guards are dumb in this match up. There have been two games recently where flash has had several wraiths prepared when or before guards pop.

Someone pointed out that the naturals are small. Yes. Should I make them larger? I didn't think it was necessary but I am interested in hearing other people's opinion.

I've had two people out of like 40 tell me to change the checkerboard pattern on the naturals. Yes? No?

Some people are telling me to put an expo in the center of the map. Anyone have thoughts on this? I'm inclined not to however I have seen many games finish with no one using the center. However in the one decent TvT it was used a lot. I think having a mineral rich expo in the center would force a certain amount of awareness on both players and create movement through the middle. However I just don't feel like the map needs another expo.

So, in short, the layout and features of Muessoloc III create the need for 1) keen and proactive scouting. 2) near perfect building placement. 3) map control. This map punishes 1) noobs who don't scout. 2) bad mechanics (BO loss/win.) 3) bad building placement!

If you would like to see my map I'll be on ICCUP as much as possible and would love to chat about sc and the contest with any and all of you. Username: dyren




You "forgot" to include the replay(s) of me kicking your ass. :p
I (λ (foo) (and (<3 foo) ( T_T foo) (RAGE foo) )) Starcraft
MrMoose
Profile Joined June 2009
Canada176 Posts
January 24 2010 21:07 GMT
#297
You missed my map:

On January 22 2010 14:47 MrMoose wrote:
I've been working on a pair of decimated earth-themed 4 player maps... I think I'll try and make a 3 player one based on the demand.

edit: here's one of them - that I deem ready for feedback...

Map: Cairo 2428
Players: 4
Creator: MrMoose
Theme: Decimated Earth

+ Show Spoiler +
[image loading]


download

Features:

* Difficult to secure third bases encourage 2-base play
* Neo Moon Glaive-esque lanes around the center allow oppurtunities for early agression and late-game harrass
* Large, open center makes pushing cross-map difficult
* Large amounts of terran wreckage contribute to the decimated earth theme

All constructive feedback welcome Especially if you can suggest a better name - I'm not too happy with the one I came up with.

When in doubt, lubricate!
Husky
Profile Blog Joined May 2009
United States3362 Posts
January 24 2010 22:50 GMT
#298
@sTYleZerG-eX: Looking at the minerals in the main I think it would be slightly more balanced if the base at 6 o'clock had its minerals below the spawn point. If you look how the bases are laid out it would be symetrical to have the minerals against the edge of the map like in the other base

Other than that its looking great!

@MrMoose: Thanks, Adding it now!
Commentaries: youtube.com/HuskyStarcraft
TriniMasta
Profile Joined December 2009
United States1323 Posts
Last Edited: 2010-01-24 23:06:36
January 24 2010 23:05 GMT
#299
[image loading]

Olympia 1.1
정명훈 FIGHTING!!! Play both T and P.
Husky
Profile Blog Joined May 2009
United States3362 Posts
January 24 2010 23:09 GMT
#300
map name/theme etc etc ?
Commentaries: youtube.com/HuskyStarcraft
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