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Hello. Im korean map maker. Im not good at english... so ask for your understand.
I started map making at 2015, but my making skill is still not excellent.
Here is my best map from my map collection. Hope you enjoy this map. if you reply feedback or review, im so glad to your comment.
Before i came here, I show my maps on korean website. Suddenly, I want to know if I show my map on other foreign website , they like it?
I cannot connect broodwarmaps.net now(maybe my internet issue), so i came here and add this post. (wtf.... connected ...)
lots of unnecessay comments. sorry.
my map ↓
thank you.
ps. i dont know how to upload a map file. someone help me!
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post's image isnt load.now fixed.
drive.google.com aha! map file is linked this googledrivelink. thanks.
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Looks really cool, people are making some creative maps lately.
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Norway28255 Posts
Welcome!
Good looking map, seems enjoyable to play.
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Has a lot of familiar elements from other maps in a unique configuration, which is something I like to see. It has a pleasing aesthetic. I think you did a great job! Welcome to the site
It may be just appearances, but don't the mains look a bit small? I imagine it is hard to fit the appropriate number of Factory/Depot or Gateways, but I guess on a map with four starting locations this isn't as big of an issue.
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Is there some new Map palette out now or something? Last few days I have seen a lot of really creative unorthodox maps that are somewhat similar.
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this map looks really interesting any league/tournament picking it up? (amateur leagues i mean)
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#Jealous Thank you for your comment! That map has enough to build barracks or gateways and other building. It is proved by my clan members, and they said this map hasn't any problem.
#GGzerg I dont know what you saying...new map pallete?? really?
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How i reply your comment? im noob haha so dont know what tool is replying your comment.
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On October 15 2019 11:41 mAziciAn wrote: How i reply your comment? im noob haha so dont know what tool is replying your comment. testing
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You should submit this map to the ASL map making contest. Looks superb.
Really dig the high/low ground terrain layout and how the map, with its many routes, enable quite a number of paths for small and large forces alike to navigate through - something that can really make for alot of tense and interesting tactical maneuvering.
As a personal preference, I just wish there were 2 bases (one for each player) that has very high defender's advantage (think 12 and 6 o'clock bases on Match Point or 1 and 7 o'clock bases on Polaris Rhapsody). Those tend to make for very long lasting, high intensity engagements and I'm not sure the mains suffice for this purpose.
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Looks like an improved version of Gladiator -- two entrances to the side bases and a bit less cluttered around the middle of the map.
One small nitpick -- when gas geysers are on upper side of a base they mine slightly slower than the lower side (need 4 scvs to be efficient instead of 3). So the right side of the map has a small advantage. But that's true of many modern maps and fixing it would mess up how aesthetically balanced and beautiful it is.
Love the map, please submit to ASL as I think Gladiator is a bit flawed -- creates too much turtling and carrier play. This is a better version which leads to a more possibilities.
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im waiting for freakling to shine his wisdom upon this map
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On October 15 2019 11:37 onlystar wrote: this map looks really interesting any league/tournament picking it up? (amateur leagues i mean)
thanks to your comment. well , I submitted this map for ASL Map Contest. And this map is using our clan starleague.
i really hope this map selected for ASL Map candidate.
sorry for my bad english .
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On October 15 2019 11:40 mAziciAn wrote:#Jealous Thank you for your comment! That map has enough to build barracks or gateways and other building. It is proved by my clan members, and they said this map hasn't any problem. Great to hear It's always a bit difficult to tell exactly how big areas are from previews.
On October 15 2019 12:13 BigBalls wrote: Looks like an improved version of Gladiator -- two entrances to the side bases and a bit less cluttered around the middle of the map.
One small nitpick -- when gas geysers are on upper side of a base they mine slightly slower than the lower side (need 4 scvs to be efficient instead of 3). So the right side of the map has a small advantage. But that's true of many modern maps and fixing it would mess up how aesthetically balanced and beautiful it is.
Love the map, please submit to ASL as I think Gladiator is a bit flawed -- creates too much turtling and carrier play. This is a better version which leads to a more possibilities. It's actually the opposite, gas below needs extra workers, not above. Unfortunately putting it above in the bottom right natural, for example, would make it very exposed or otherwise interfere with walling/Cannons in PvZ, so I don't think that's a solution.
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On October 15 2019 12:48 onlystar wrote:im waiting for freakling to shine his wisdom upon this map
Also I uploaded this map on Broodwarmaps.net, Freakling watched this and comment some opinions.
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On October 15 2019 12:03 Tadah wrote: You should submit this map to the ASL map making contest. Looks superb.
Really dig the high/low ground terrain layout and how the map, with its many routes, enable quite a number of paths for small and large forces alike to navigate through - something that can really make for alot of tense and interesting tactical maneuvering.
As a personal preference, I just wish there were 2 bases (one for each player) that has very high defender's advantage (think 12 and 6 o'clock bases on Match Point or 1 and 7 o'clock bases on Polaris Rhapsody). Those tend to make for very long lasting, high intensity engagements and I'm not sure the mains suffice for this purpose.
Thank you for your comment. that is my purpose.
Many routes for rush to enemy base makes more intensive game. However, one of my mistake is too long rushtime. Vertical and horizontal rush time is 32secs, diagonal rush time is 42secs... I tried to decrease dead space and made tight natural expansion on wall.Although this map have large places to fight and wide rush routes, playtime extended and Timing-Rush(a.k.a All-In-Rush like 4 drone build) strategy is not too strong.
Your personal preference... well, I'll not change this map until ASL Map Contest finished. Because when I change with advices, that makes two version of this map. I dont like it. Balancing is too hard to fix. If latest version of map cause bad balancing issue than original, well, my brain will blow up.
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On October 15 2019 12:13 BigBalls wrote:One small nitpick -- when gas geysers are on upper side of a base they mine slightly slower than the lower side (need 4 scvs to be efficient instead of 3). So the right side of the map has a small advantage. But that's true of many modern maps and fixing it would mess up how aesthetically balanced and beautiful it is. There is no need to address the gas issue outside of the mains. Unequal mining rates outside of your first base will seldom cost you a match, at that point symmetry is more important. This has been the norm for a while in mapmaking.
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