Map Making Contest Voting - Page 4
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Lemonwalrus
United States5465 Posts
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Chef
10810 Posts
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Lemonwalrus
United States5465 Posts
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Chef
10810 Posts
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Lemonwalrus
United States5465 Posts
Prophecy Backdooru Chaos Darkness Endeavor Thousand Sorrows Thanks for all the submissions/votes, now if you haven't already go sign up for the tourney. | ||
Chef
10810 Posts
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Triskaidecapod
United States18 Posts
On April 23 2008 04:19 VIB wrote: How exactly is it not symmetrical? It of course doesn't have all pixels identical for each spawn point. But important measures such as base sizes, distance between bases, distance between expos, exact size of each choke point. Those not only are the same for each spawn but they're actually MORE symmetrical between spawns than a 4 player map. Ex.: crossed positions in a 4 player map have larger distance between mains than neighbor spawns. Which leads to little gamble in starting builds before you can scout spawns. That is the main reason why I made a 3 player map in the first place. I wanted to avoid that early game gambling. I want MORE symmetry between bases than a 4 player map can offer. About the map begging you to cheese.. yes it does. But since anyone playing it would, theoretically, be expecting it -- then you would be prepared. I wanted it to be a cheese intense map. I made it that way because I thought it would be fun. And you agreed it was fun =D So how can it be bad? Not like you'd get tired of it since it's, supposedly, only one of the maps from a large map pool. So having one cheeseful map out of many others could be fun. And it IS fun.. isn't it? ^^ I should probably have named it "(3)Cheese" instead to make it more clear =P It's not symmetrical in that it has no proper rotation axis, no improper rotation axis, no inversion center, and no plane of symetry. In this context I use the word symmetry to mean gameplay symmetry, not visual symetry. As I said before, I get hung up on these things, but to each his/her own. I do see your point about a three player map involving less luck in terms of the scout (at least I think that's what you were pointing out). I had never really thought about that before and it certainly is an interesting point, but the fact that there is less variation (and in this case, no variation) in the relative positions of the spawn points in a three player map in no way implies greater symmetry than in a four player map. I did enjoy your map and I didn't say that it was bad. It just invites a certain style of play, which is IMHO less skill intensive and therefore not optimal for tournament play. In response to PsycHOTemplar, thanks for the advise about Druadan. I didn't really think about balance when I made it (It's one of my first maps, so just getting used to the tools). Since it didn't get selected I'll work on it a bit. Perhaps I can make it more balanced. The funny thing is, I play toss, not terran =p I didn't even notice the mirror tool, so thank you SO much for pointing it out. It'll make things much simpler in the future. | ||
diggurd
Norway346 Posts
thanks lemonwalrus, for all the hard work ![]() ![]() | ||
VIB
Brazil3567 Posts
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