[Map] First melee map in a long time ~_~ - Page 2
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drinking
Philippines281 Posts
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konadora
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Singapore66201 Posts
On May 14 2009 00:48 Abihsot wrote: very interesting map. I realized there are 10 mineral patches in main base so I assume in PvZ, P can go 2gate lot push (when they are on same side) then expand to natural or something. Only thing im concerned is that there might be too much resources on other expansions. (even though they are blocked by natural buildings..) Maybe try 6~8 min+ 1 gas instead 10 min+2 gas on 3 and 9? Okay I'll do that. Btw, Knightofi, I found a method. I placed a big psi disruptor, so although extractor and other buildings can be built, they can't be mined. | ||
konadora
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Singapore66201 Posts
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decafchicken
United States20022 Posts
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Trozz
Canada3454 Posts
Horizontal spawns are rad. Gotta scout it quick. I want to play this. If I'm looking for a game, where should I loiter? | ||
konadora
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Singapore66201 Posts
On May 14 2009 01:45 decafchicken wrote: z >>> p >>> t >>> z if its close position. Other than that probably z/p >>> t due to the openess and inability to build shit anywhere in the middle of the map Should I widen the center area of the map? I thought if I were to widen it, T can just turtle there. On May 14 2009 01:46 Trozz wrote: I really like this. Horizontal spawns are rad. Gotta scout it quick. I want to play this. If I'm looking for a game, where should I loiter? I'ma try playing this after school today (which is like, in almost 18 hours' time), so feel free to PM me your iccup/garena ID and I'll contact you (and anyone else who wanna try playing). | ||
Chef
10810 Posts
Left and above the Town Hall: 3 peons. Right and below the Town Hall: 4 peons. The creep at the top does not go onto the cliff edge like the creep at the bottom does. This would be significant in 2v2 play. Other things... But not bad for someone who just got back to map making. | ||
MasterReY
Germany2708 Posts
otherwise that sunkens are useless there. i suggest to make the assimilators which block 3 and 9 a bit more in one vertical line. like: ### ### instead of ### ### | ||
MagisterMan
Sweden525 Posts
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konadora
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Singapore66201 Posts
On May 14 2009 02:28 Chef wrote: Red and teal's main and natural gas are both slower than the other two players Left and above the Town Hall: 3 peons. Right and below the Town Hall: 4 peons. The creep at the top does not go onto the cliff edge like the creep at the bottom does. This would be significant in 2v2 play. Other things... But not bad for someone who just got back to map making. Okay I'll change the gas positions. Thx. On May 14 2009 02:35 MasterReY wrote: get creep at 12 and 6 again :O otherwise that sunkens are useless there. i suggest to make the assimilators which block 3 and 9 a bit more in one vertical line. like: ### ### instead of ### ### I dunno about the creep, the creep in the second pic was unintentional (problem with SCMDraft), I'll try to do that. Dunno what you mean by one vertical line though. On May 14 2009 03:10 MagisterMan wrote: Ah this thread has inspired me to make a map! Btw do you take that big screenshot of the map? Use SCMDraft, File -> Save Image | ||
Nightmarjoo
United States3360 Posts
Um there isn't much I can say since you're obviously trying to make a map really different from any "norm" or standard. But there are some things which simply don't make sense at all to me so I'll comment on them: gas issue; an easy fix is to make all main geysers directly above the sl. Your mineral formations look terrible, have you tested them? Since your nat makes FE nearly impossible in most cases, I would reccomend making the main choke much smaller to make the fact that you're forcing 1base openings easier on the players. I highly doubt your mineral/temples at 12/6 are going to function like the minerals/temples in Medusa if that's what you're aiming for. I think if you removed the minerals there would be no difference. Stacking your temples like that is kind of annoying since the effects of splash are so diminished. I don't like the innate pathing issues they cause between horizontal players, and don't think they help gameplay. In fact, I think they distract players from the concept, and are more likely to make gameplay annoying than to spice it up. There's a lot of wasted space between the mains and islands. Mostly this is due to using an awkward expo layout with this form of map symmetry. I think the horizontal positions' pathing is too linear and too tight for any kind of decent balance. It might be better to make the vertical positions open and neutral block the horizontal ones instead. The min onlys at 12/6 are essentially useless, they're very poor, poorly placed, and very vulnerable. Horizontal players can't effectively fight over the min onlys, nor do they have any reason to fight over them. If the psi disruptors in the islands actually work, I think they're overkill. An egg wall, troy gate, neutral block, stacked neutral block, stacked 0 value mineral wall would all work individually, but I don't think any of those need an additional high hp neutral block. By that point, you've made those expansions fully island and then the neutrals or whatever concept you use just form clutter. The central expansion is entirely useless. It's incredibly vulnerable, has no gas and thus has no value, is nearly impossible to take at all since you must first kill an armoured 5000 hp building. If those psi disruptors hide geysers under them, they're really annoying and only further make the expansion useless. If they're just there to block pathing, they're really annoying because they further block pathing. I highly reccomend entirely removing the central expo as it blocks potentially critical pathing for corner and vertical gameplay. What are the psi disruptors for on the lowground of 12/6? Representing the only neutral gas expansions, and the critical only non-island 5th gas for vertical or corner players, I think the 12/6 lowground gas expos are too vulnerable and needlessly neutral blocked. I can understand leaving them vulnerable, but I don't understand the neutral block. You've made scouting incredibly difficult, particularly for zerg, who has absolutely no safe place to put his ovys anywhere in the map. It's impossible to scout vertical positions for a long time. However, for horizontal positions it's retardedly easy to scout since the main choke is so large, and because of the presence of the backdoor (later on). This seems... odd to me. One big aspect of the map I view as a problem is in how spread out its expo layout is. Essentially you've created a 3 way (2)map instead of a (4)map. And, 128x128 does NOT work for (2)maps. I've practically written essays elsewhere on why you shouldn't make a (2)128x128 map, but suffice it to say this correlation explains why you have such a spread out expo layout which large chunks of wasted or useless space. I think this actually however stems from a lack of any real concept. I see a few conceptual prototypes mixed together with randomly placed objects, not any real one concept. While this is not necessarily bad for the map if that's what you want, I think you can make a much better map if you refine your ideas into one solid concept. That's not to say you can't use multiple aspects or features, but I believe the whole map will work better if you integrate it all so that instead of having a paint splatter of concepts you have a nice blend or stew of concepts which all complement eachother. For example, let me list some of the viable concepts I see in the map: -Positionally varied gameplay involving hybrid island play vs plain ground play -A more micro oriented map focusing on encouraging 1base openings and discouraging modern FE builds The problems with those concepts is that the gameplay for the different positions is just kind of bad imo. You have awfully linear and tight pathing with long distances and no functional expo layout, with a backdoor nearly impossible to defend under most circumstances in horizontal positions. The backdoor to be honest makes no sense to me, it just doesn't flow with anything else here. It's just here because you decided you wanted a backdoor, ignoring as far as I can see the implications it would have on gameplay. In a horizontal game, only the bottom/top half of the map matters. Imagine BlitzX without the 3rd gas expo, and with a normal path instead of a tight path. Then, make the expos in the bottom half of BlitzX 32 tiles farther, with no reason to even venture half that far since you also take away the large battlefield Blitzx nececitates with its tight choke normally. Then, replace the island with a backdoor path connecting the mains. Can you honestly imagine any kind of good gameplay on the map I just described? That's what you've created in your horizontal world. The horizontal world is a main vs a main with 128 tiles between them. Main vs main only really works in Blood Bath, with 64 tiles separating players. The nats are so difficult to defend, only the distance between players functions as a kind of defense, but if you're behind/losing you can't really use that to your advantage, so you're just stuck losing, making the whole horizontal gameplay focused on all-in 1base builds like 3gate reaver, 4rax tanks, ridiculous stuff like that. For vertical positions, the expo layout is a little more functional since you have free access to the horizontal main/nat as well as some of the neutral expansions. However, the fact that everything is so spaced out is accentuated. The 1base orientation is entirely lost. The hybrid play neutrals might have encouraged is entirely lost in favour of slower than normal macro play without most forms of harass or scouting. Linearity is still present to a lesser degree in pathing. Your positional variety is present, there indeed are different positional games here, but each individual positional scenario is imo quite awful. The hybrid gameplay is thwarted by the absence of any reason to play the map islandish. The 1base orientation is thwarted by the layout discouraging it. 1base openings tend to be all-inish enough without offering no real transitions. 1base orientation is tough to balance and/or make work for long games, but I think if you focused on that alone you could manage it, especially if you don't mind using a vast array of weird small features and concepts along the way. Hybrid gameplay (land/island discrepancies) is tough to make work too, but again I think if you focused on it you easily could make it work. However, 1base orientation and hybrid play are very different. To make 1base orientation work, you must have a way to transition into more than 1base play later, else you might as well remake Blood Bath. However, a hybrid layout makes the 2nd expansion very easy to take regardless due to the inability of players to harass eachother at "normal" times. Thus I think you should pick either/or rather than both. Forced positional variety is definitely viable imo, and potentially really fun if done right. Positionally varied hybrid gameplay is definitely possible and even viable, but I don't think a 1base orientation will work well with that due to the hybrid/1base confliction I mentioned above. tl;dr I think you should focus on a single main concept, and try to create a viable expo layout and structure around the concept, or make the concept around a viable expo layout, instead of mixing such conflicting concepts together. There's a difference from being "interesting" and "complex/complicated". You can complicate a map and make it interesting if you complicate it within reason/moderation. Throwing a weird expo layout, hybrid island play, forced positional variety, and complex (and even messy, here) use of neutrals all in one map just makes a complicated map. Ok I lied. There is much I can say. If you're interested in mapping more, or want more opinions on the map, you should post it at broodwarmaps.net. I think you'll find a weird map like this recepted a little better. People here are friendly enough to post, but you most likely aren't going to attract the best gamers to comment on the map since the gameplay is so radical. Radical concepts are neat to mappers, but frustrating/annoying to gamers, I find. | ||
Chef
10810 Posts
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Nightmarjoo
United States3360 Posts
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alffla
Hong Kong20321 Posts
lol it reminds me of arkanoid but not all 4 bases are seperated from each other! so its like iron curtain vs. arkanoid map. pretty cool. | ||
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alffla
Hong Kong20321 Posts
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konadora
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Singapore66201 Posts
On May 14 2009 06:08 Nightmarjoo wrote: PLEASE resize your map picture. I personally use photofiltre (free download) to resize my map images quickly. Sorry, didn't think about that :S On May 14 2009 06:08 Nightmarjoo wrote: gas issue; an easy fix is to make all main geysers directly above the sl. Your mineral formations look terrible, have you tested them? The gas issue was already addressed, going to change them. As for the mineral formation, I'll be using a few maps as references and change them. On May 14 2009 06:08 Nightmarjoo wrote: Since your nat makes FE nearly impossible in most cases, I would reccomend making the main choke much smaller to make the fact that you're forcing 1base openings easier on the players. That's why I added the psi disruptors there, but don't know if they actually help. On May 14 2009 06:08 Nightmarjoo wrote: I highly doubt your mineral/temples at 12/6 are going to function like the minerals/temples in Medusa if that's what you're aiming for. I think if you removed the minerals there would be no difference. Stacking your temples like that is kind of annoying since the effects of splash are so diminished. Actually after re-looking, I felt that it was slightly ugly so I was considering replacing them with eggs and minerals. On May 14 2009 06:08 Nightmarjoo wrote: I don't like the innate pathing issues they cause between horizontal players, and don't think they help gameplay. In fact, I think they distract players from the concept, and are more likely to make gameplay annoying than to spice it up. Combined with above comment, thought of making early rushes if both are at south/north inevitable. On May 14 2009 06:08 Nightmarjoo wrote: There's a lot of wasted space between the mains and islands. Mostly this is due to using an awkward expo layout with this form of map symmetry. I was actually thinking about this, and thought of different ways to make use of this space such as a backyard expo or something. On May 14 2009 06:08 Nightmarjoo wrote: I think the horizontal positions' pathing is too linear and too tight for any kind of decent balance. It might be better to make the vertical positions open and neutral block the horizontal ones instead. K I'll try and see how it looks. The min onlys at 12/6 are essentially useless, they're very poor, poorly placed, and very vulnerable. Horizontal players can't effectively fight over the min onlys, nor do they have any reason to fight over them. [/quote] There are no min onlys, but I'm assuming you're talking about the ones closer to the edge of the map? On May 14 2009 06:08 Nightmarjoo wrote: If the psi disruptors in the islands actually work, I think they're overkill. An egg wall, troy gate, neutral block, stacked neutral block, stacked 0 value mineral wall would all work individually, but I don't think any of those need an additional high hp neutral block. By that point, you've made those expansions fully island and then the neutrals or whatever concept you use just form clutter. On May 14 2009 06:08 Nightmarjoo wrote: What are the psi disruptors for on the lowground of 12/6? Those are vespene geysers, they need to be destroyed in order to be run. On May 14 2009 06:08 Nightmarjoo wrote: The central expansion is entirely useless. It's incredibly vulnerable, has no gas and thus has no value, is nearly impossible to take at all since you must first kill an armoured 5000 hp building. If those psi disruptors hide geysers under them, they're really annoying and only further make the expansion useless. If they're just there to block pathing, they're really annoying because they further block pathing. I highly reccomend entirely removing the central expo as it blocks potentially critical pathing for corner and vertical gameplay. They have gas fyi. But I get your point, I'll try removing it and see how it looks. On May 14 2009 06:08 Nightmarjoo wrote: Representing the only neutral gas expansions, and the critical only non-island 5th gas for vertical or corner players, I think the 12/6 lowground gas expos are too vulnerable and needlessly neutral blocked. I can understand leaving them vulnerable, but I don't understand the neutral block. You mean the stasis cell? I was planning for the player to make a decision of deciding which expansion to take, either by destroying a neutral building or by having a ranged unit to get the alternative gas expo (I was supposed to put d-webs there, but I forgot) On May 14 2009 06:08 Nightmarjoo wrote: You've made scouting incredibly difficult, particularly for zerg, who has absolutely no safe place to put his ovys anywhere in the map. It's impossible to scout vertical positions for a long time. However, for horizontal positions it's retardedly easy to scout since the main choke is so large, and because of the presence of the backdoor (later on). This seems... odd to me. I guess you're talking about the lack of cliffs for overlords to hide on? On May 14 2009 06:08 Nightmarjoo wrote: For example, let me list some of the viable concepts I see in the map: -Positionally varied gameplay involving hybrid island play vs plain ground play -A more micro oriented map focusing on encouraging 1base openings and discouraging modern FE builds Yeah, that was what I was trying to aim for. On May 14 2009 06:08 Nightmarjoo wrote: The problems with those concepts is that the gameplay for the different positions is just kind of bad imo. You have awfully linear and tight pathing with long distances and no functional expo layout, with a backdoor nearly impossible to defend under most circumstances in horizontal positions. The backdoor to be honest makes no sense to me, it just doesn't flow with anything else here. It's just here because you decided you wanted a backdoor, ignoring as far as I can see the implications it would have on gameplay. In a horizontal game, only the bottom/top half of the map matters. Imagine BlitzX without the 3rd gas expo, and with a normal path instead of a tight path. Then, make the expos in the bottom half of BlitzX 32 tiles farther, with no reason to even venture half that far since you also take away the large battlefield Blitzx nececitates with its tight choke normally. Then, replace the island with a backdoor path connecting the mains. Can you honestly imagine any kind of good gameplay on the map I just described? That's what you've created in your horizontal world. The horizontal world is a main vs a main with 128 tiles between them. Main vs main only really works in Blood Bath, with 64 tiles separating players. The nats are so difficult to defend, only the distance between players functions as a kind of defense, but if you're behind/losing you can't really use that to your advantage, so you're just stuck losing, making the whole horizontal gameplay focused on all-in 1base builds like 3gate reaver, 4rax tanks, ridiculous stuff like that. For vertical positions, the expo layout is a little more functional since you have free access to the horizontal main/nat as well as some of the neutral expansions. However, the fact that everything is so spaced out is accentuated. The 1base orientation is entirely lost. The hybrid play neutrals might have encouraged is entirely lost in favour of slower than normal macro play without most forms of harass or scouting. Linearity is still present to a lesser degree in pathing. I see... that was something I wanted to see but didn't think it's affect the gameplay to such a degree. By saying that the expansions are all spaced out, you mean that I have to make the expansions closer to the mains and stuff? On May 14 2009 06:08 Nightmarjoo wrote: 1base orientation is tough to balance and/or make work for long games, but I think if you focused on that alone you could manage it, especially if you don't mind using a vast array of weird small features and concepts along the way. Hybrid gameplay (land/island discrepancies) is tough to make work too, but again I think if you focused on it you easily could make it work. However, 1base orientation and hybrid play are very different. To make 1base orientation work, you must have a way to transition into more than 1base play later, else you might as well remake Blood Bath. However, a hybrid layout makes the 2nd expansion very easy to take regardless due to the inability of players to harass eachother at "normal" times. Thus I think you should pick either/or rather than both. By the inability to harass each other, you mean when they are at vertical positions right? On May 14 2009 06:08 Nightmarjoo wrote: tl;dr I think you should focus on a single main concept, and try to create a viable expo layout and structure around the concept, or make the concept around a viable expo layout, instead of mixing such conflicting concepts together. There's a difference from being "interesting" and "complex/complicated". You can complicate a map and make it interesting if you complicate it within reason/moderation. Throwing a weird expo layout, hybrid island play, forced positional variety, and complex (and even messy, here) use of neutrals all in one map just makes a complicated map. Okay, I guess I'll have to rethink about the expo positionings. On May 14 2009 06:08 Nightmarjoo wrote: Ok I lied. There is much I can say. If you're interested in mapping more, or want more opinions on the map, you should post it at broodwarmaps.net. I think you'll find a weird map like this recepted a little better. People here are friendly enough to post, but you most likely aren't going to attract the best gamers to comment on the map since the gameplay is so radical. Radical concepts are neat to mappers, but frustrating/annoying to gamers, I find. I was an active member in SEN, but later I just died out there. I've been taking a look at other good melee maps from SEN, BWM and ITM and trying to learn from them. Thanks for taking such a long time to write up greatly-thought-up comments. Really appreciate it. | ||
Nightmarjoo
United States3360 Posts
![]() To clarify: even with the psi dispruptors I think the main chokes are too large. To make 1base viable I think protoss should be able to fully block the choke with 2-3 zlots at most. Otherwise I think it's really hard for protoss against zerg, even given the long distances. Terran has an easier time since he can wall. I assume terran can effectively wall with 3 buildings in some manner here. Zerg has the toughest time with 1base stuff, but I think zerg can expo at the nat normally with some kind of ling heavy build vs terran, and play whatever vs protoss and be ok. I think the neutrals which cover geysers are really annoying, but that's your call. I still think the 12/6 expos are useless though. | ||
konadora
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Singapore66201 Posts
![]() Yeah, I removed the wide choke and replaced it with a normal sized choke. Removed the neutral-covered geysers at 3,6,9 and 12 atm. Will upload an updated pic later. | ||
konadora
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Singapore66201 Posts
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alffla
Hong Kong20321 Posts
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