edit: looking closer at the map, a big problem with it that i see is moving around the map. You have no inverted ramps (or that i can tell of), so you just have multiple little chokes around the map, and the only large area is your main/nat, and the giant middle of the map. Without inverted ramps it takes a while to get to the middle there, making large armies (late game) harder to play out. It also gives carriers a huge advantage because of the middle ridge, you could pretty much keep a terran on his top right/left corner with them.
Map Making Contest [Art] - Page 4
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Alventenie
United States2147 Posts
edit: looking closer at the map, a big problem with it that i see is moving around the map. You have no inverted ramps (or that i can tell of), so you just have multiple little chokes around the map, and the only large area is your main/nat, and the giant middle of the map. Without inverted ramps it takes a while to get to the middle there, making large armies (late game) harder to play out. It also gives carriers a huge advantage because of the middle ridge, you could pretty much keep a terran on his top right/left corner with them. | ||
Piecake
United States33 Posts
On March 31 2008 16:43 PsycHOTemplar wrote: You can't make Zerg try to defend that natural without giving them some kind of compensation (which you don't, because you have a cliff with room for tanks above it. Also, the map is really tight (T>ZP P>Z). Well I tried to make it so the cliffs are not able to be dropped on... I guess I'll have to add some doodads to block them, or maybe even change the terrain a bit. As for the other bit, are you saying I should make the Terran push farther? It wouldn't be hard to block off the path beneath the 12 expo and make them go around and through the middle instead. Would that solve or at least help it? EDIT WARS: On March 31 2008 17:05 Alventenie wrote: It seems really tall, so the expoes at the bottom seem really really far away, and alot of space in the middle is unused. I would almost say go from 128x128 (im assuming that is the size), to 128x96, making it more blitz X like. Otherwise I like the map. edit: looking closer at the map, a big problem with it that i see is moving around the map. You have no inverted ramps (or that i can tell of), so you just have multiple little chokes around the map, and the only large area is your main/nat, and the giant middle of the map. Without inverted ramps it takes a while to get to the middle there, making large armies (late game) harder to play out. It also gives carriers a huge advantage because of the middle ridge, you could pretty much keep a terran on his top right/left corner with them. That seems like a good idea actually, but it's kind of a pain to implement. I'll see what I can do. Hm... so you're saying I should make the map more open, if only by placing inverted ramps in order to make late-game easier and carriers less overpowered? That seems doable. I guess I thought it wouldn't matter so much with the open middle but I see your point. | ||
Alventenie
United States2147 Posts
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Alventenie
United States2147 Posts
Edit: from what i see, its possible to land a CC at the btm expo without mining the min patch? at the btm right corner, im not sure though, i cant see without being in SCUMedit =/. And i found another non-symmetric part of the map, the btm left/right expoes, the chokes right past the ramp going up and then when it comes down, that bottleneck on the right is 1 box smaller than the left side. + Show Spoiler + ![]() | ||
Piecake
United States33 Posts
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tracer
Korea (South)693 Posts
![]() Faceoff Because 96x96 maps are awesome. ![]() Mineral blocks are 32 each. There are some pathing issues (Blue Storm anyone?) unless you mine the mineral blocks. | ||
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RaGe
Belgium9947 Posts
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parkin
1080 Posts
On March 26 2008 11:07 Carkling wrote: Whoosh :D http://www.panschk.de/mappage/(2)Whoosh(n).scm ![]() mineralblocks got 24 each, theres a little path issue so units might get confused and stuck at those minerals but it rarely happens the centerhills got 815 ramps leading to the middle (shortest main-main path) but units wont get stuck there and instead choose the wider route I like this map Very strong map for terran, especially because you can drop tanks behind expoes in main etc. | ||
Chef
10810 Posts
Well I tried to make it so the cliffs are not able to be dropped on... I guess I'll have to add some doodads to block them, or maybe even change the terrain a bit. As for the other bit, are you saying I should make the Terran push farther? It wouldn't be hard to block off the path beneath the 12 expo and make them go around and through the middle instead. Would that solve or at least help it? Look, ![]() the green line is the shortest path to the enemy base. You tell where along that line it's a good idea to flank the Terran army. Really, there's only one not tight spot on this map (that middle hill), and I don't think you're going to see any battles there. Players are just going to get really frustrated because you haven't offered them anything but a huge disadvantage vs Terran. The red circles I drew are where I think tank drop is possible... it's really not that hard, just make the cliffs thinner. Very strong map for terran, especially because you can drop tanks behind expoes in main etc. Whut? You wanna rewrite that, cause it actually doesn't make sense (yes I know you're referring to Whoosh)? | ||
Piecake
United States33 Posts
![]() I made a few obvious changes, the map is shorter and I changed tilesets (because Ashworld is unfortunately kind of not good). The map should be perfectly symmetrical this time (I misjudged the median line in the first one). I moved the barriers down and to the sides so as to make the push path more open, and I added the inverse ramps. As a consequence of making the map shorter the bottom expos I think are kind of squished, I didn't even have enough room when I tried to use the original design. Another thing is that, even though it's more open now, the push distance is still kind of short. Is there enough flanking room now to compensate? And PsycHOTemplar, I made sure you couldn't drop tanks above the naturals this time. ![]() | ||
Resonate
United Kingdom8402 Posts
it's a lot less congested tho... why bridge AND ramp to corners? they'd be pretty much impossible to break with a land army (or is that the point?) | ||
Piecake
United States33 Posts
On April 01 2008 18:44 Resonate wrote: zerg lurker contain vs toss would be totally unbreakable, so would terran contain vs FE toss or whatever. Can't you make the nat choke a bit wider? even nostalgia had a back entrance cos the bridges were jewish. it's a lot less congested tho... why bridge AND ramp to corners? they'd be pretty much impossible to break with a land army (or is that the point?) Are bridges really that bad? I could make them wider easily, but I thought that was wide enough. How are they harder to break then, say, a ramp? No high ground advantage? | ||
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AltaiR_
Korea (South)922 Posts
![]() i cant seem to get the sprites to show what they really are on scm draft and i dont know how to get an image of it so, here's the legend/key: ultra = assim (aka troy-ish), overmind = xel naga temple, carriers on the right = psi disruptors(this is so the gas is blocked on the 1/7 expos so its like a min-only until you destroy it, then the center expo is also fully blocked by psi disruptors, but that was seriously pure boredom, like anyone will use it unless a last resort..), egg = spawning pool, and u can barely see it but near the 8/10 expos there's an obs which is permaswarm. the meaning of this map is that the closer you are the harder it is to attack..very choked on left, slight choke in middle, and wide battlefield on right...the swarms were meant for anti-tank on ledge, but enough moved away so lurks cannot be abused. Enjoy! Oh and pointers for editing would be nice too. If anyone knows a way to upload maps online let me know >_> | ||
diggurd
Norway346 Posts
i love your maps guys :D keep those original ideas flowing. | ||
Chef
10810 Posts
And PsycHOTemplar, I made sure you couldn't drop tanks above the naturals this time. Maybe not above the naturals, but that wasn't the point ![]() ![]() | ||
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AltaiR_
Korea (South)922 Posts
http://www.panschk.de/mappage/(2)Endeavor1.0(o).scx criticism would be nice >_> | ||
Lemonwalrus
United States5465 Posts
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Piecake
United States33 Posts
![]() Download link for anyone who wants it. | ||
drop
Romania306 Posts
this fastest-style main idea is fantastic I hope that the workers dont get stuck however my idea is that you should make the patches there have like 2000 instead of 2500, so perhaps the zergs wouldnt get that much of an advantage. On the other hand, after this place would dry up, the terran could just float (and poor protoss would get stuck!) I dont like this "broken bridge" thing, I would delete this. Actually you could make the map BIGGER! What a pity we dont have any 6 player maps, as someone said, or any 192+ maps. Actually, I always dream of someone taking lost temple and pasting it into a 256x256 map - and then drawing the rest of the map around :D | ||
VIB
Brazil3567 Posts
Download: http://rapidshare.de/files/39007955/_3_Round.scm.html Pic: ![]() My main goal was to promote harassing more harassing and harassing everywhere ^^ Wanted a fast paced map with lots of action. | ||
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