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On June 11 2010 10:37 KhAlleB wrote: with the new image of neo tornedo we can see some mineral patch are out of bound Blue is map boundary, yellow is camera boundary
On June 11 2010 10:32 PsykoMantis wrote:Map name: Atlantis, it is very much a work in progress the map is suppose to be a large 1v1 map, with many attack paths and large battle grounds near natural and expos i wanted to see what people would think of the really small forked path that lead straight to the ramp to the main, they only fit smaller units like zels, lings, rine no tanks or col, its suppose to be a quicker route you use early game for getting your scout there and quick attacks like 2 gate, or early lings/marine push. feedback appreciated + Show Spoiler +
I like the design, it's very original. There's a lot of destructible rocks that i think (without testing) would be really annoying.
Also, is this map hand mirrored? If so I definitely recommend copying the terrain and pressing / and * on the numpad to rotate and pasting it back down to get a perfect mirror (yuou'll have to ctrl+z a few times to get it to line up but once you do working on the map becomes a lot easier)
I also recommend also laying down some basic textures before you do that and touching them up after you've completed the terrain design
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Now that the beta is down, 1v1 maps are like porn for me. and this is - very nice, nice... porn.
Anyhoo my fave is your Impervious map. I can't help but comment 1st on the strategically unimportant yet total coolness of the broken bridges to the island expos (the islands look too small to me btw) and the little tracks circling the map. Style is essential man. Other possibly completely useless notes: I like the gold expo being so easy to defend from the nat, but lacking gas (Also, as an irrelevant side-note, if both players can get the gold easily, it's not really that much of a win. I'm sure everyone knows what I'm talking about when you spawn cross-position on Lost Temple). It's interesting to consider how vigorously the Watch Towers will be fought over due to the fact that they're so revealing. The debris on the wide ramp is obviously not new, but I love it. I like the super-vulnerable expos on the high ground and the valley of death below the Towers. Cool map!
Other notes: I really like Metalopolis, but your version is very legitimate and intriguing. It'll be interesting to see how strats change on your Neo. Fighting Spirit also looks great (yet it's a bleak and unforgiving reminder that Sc1 came out in '98).
So do you post your maps on nibbits or sc2mapster.com so we can dl them? That way I can play on them -- ALONE!! This is what the downtime of beta done to me! Playing playerless on Galaxy Editor! *sobs* whhhyyy! Why did the beta close right when school was out, and the game come out when the next semester starts!?
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prodiG I have to say this is some the best map creation I have ever seen its fantastic really well done. If I had to pick a favourite it would be Impervious. Gratz on some really fine work.
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On June 11 2010 17:49 scrdmnttr wrote: So do you post your maps on nibbits or sc2mapster.com so we can dl them? That way I can play on them -- ALONE!! This is what the downtime of beta done to me! Playing playerless on Galaxy Editor! *sobs* whhhyyy! Why did the beta close right when school was out, and the game come out when the next semester starts!? I stopped doing this because I was uploading them all to SC2Mapster before i could publish, and when publishing went live someone published a private version of fighting spirit and forever prevented me from publishing it on the name "Fighting Spirit", until the patch 15 database reset came around.
needless to say, this irritated the hell out of me, and I really REALLY wish Blizzard had some way of addressing this issue, otherwise i'd be all for uploading them back to SC2Mapster and the like
also, thanks guys :D I only got to play a few games on Impervious before the beta went down, but what I found was it was a really cool mix between the standard metalopolis style macro game and really tactical and precise play, because once you've lost control of your side of the upper middle area you're in trouble. And I think i spent just about as much time doodading it up for "style" as i did designing and creating the terrain and layout of the features
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I have one question for the op if anyone don't mind.
What do you think about modding SC2 maps to have BW units and unit/building stats?
I was kinda looking into that and i am curious about your opinion.
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i took you suggestion prodiG and mirrored it using the copy, rotate and paste method, map looks a lot better now. i also removed a lot of the destructible rocks (they were pretty annoying when i was testing the map) made the 3rd expo on high ground with cliff line above ramps which colosuss + reapers can use
here is the map: Atlantis-Vers2 + Show Spoiler + if anyone wants to try the map out PM me 
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I really like impervious. I played some 1v1's on it with a friend and we both feel that this map is really great for competetive play.
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On June 11 2010 23:01 VladCepesh wrote:I have one question for the op if anyone don't mind. What do you think about modding SC2 maps to have BW units and unit/building stats? I was kinda looking into that and i am curious about your opinion.  I actually thought it would be fun to try this. When the game goes retail and I have vultures, reavers and lurkers I was thinking of taking the stacked muta mod and getting all of the old brood war units in the game and try to make them behave the same, just because it'd be cool 
On June 12 2010 00:25 PsykoMantis wrote:i took you suggestion prodiG and mirrored it using the copy, rotate and paste method, map looks a lot better now. i also removed a lot of the destructible rocks (they were pretty annoying when i was testing the map) made the 3rd expo on high ground with cliff line above ramps which colosuss + reapers can use here is the map: Atlantis-Vers2+ Show Spoiler +if anyone wants to try the map out PM me  I like this a lot. How much time in seconds does it take for one army of reasonable size take to get around the map?
On June 12 2010 00:32 Tiazi wrote: I really like impervious. I played some 1v1's on it with a friend and we both feel that this map is really great for competetive play. Fantastic, now we just have to get it used in some tournaments :D
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the time for different distances are: scouting/early pushes from main to main ~40s (using the small path) with a reasonable army with bigger units, if you dont break the rocks in front of your natural it takes a whopping 82s from main to main, or 68s from natural to natural if the rocks are broken the time is ~45s it takes ~20s for a pheonix to go from main to main and ~34s for a slow voidray to go from main to main the 82s distance is the longest possible route on the map, i think to go from your natural to anywhere else on the map in midgame is ~30-50s all these times are times irl on faster in sc2
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that sounds pretty standard to me, i was just curious because it was hard to tell from your screenshot
Neo Tornado is just about done This weekend I want to have a basic terrain layout for Ground Zero and Redemption
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nice map. looking forward to trying it out when the beta comes back up.
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Ground Zero terrain v0.1!
![[image loading]](http://img576.imageshack.us/img576/595/groundzeroterrainv01.jpg)
Just got the terrain layout down. Everything will be less square and covered in doodads and textures later :D
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prodiG, really really digging your maps. Impervious and Neo-Tornado are my favorites, can't choose between the two! Looking forward to seeing your other designs completed.
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On June 13 2010 13:33 Maelkyral wrote: prodiG, really really digging your maps. Impervious and Neo-Tornado are my favorites, can't choose between the two! Looking forward to seeing your other designs completed. I have the terrain for Redemption halfway done :D
EDIT:
Here's a sketch
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Redemption Terrain v0.1 is done
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looks pretty interesting. is that middle area gonna be buildable or is it just for tanks and whatnot?
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On June 14 2010 09:38 Cirno wrote: looks pretty interesting. is that middle area gonna be buildable or is it just for tanks and whatnot? I dunno.
Poll: Should the middle cliff be buildable?Yes (4) 57% No (3) 43% 7 total votes Your vote: Should the middle cliff be buildable? (Vote): Yes (Vote): No
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New screenshots of Ground Zero, i'm just about halfway done~
EDIT: To mods, sorry about whatever double posts come up. I need feedback to get these maps as best they can be, so I bump sometimes :<
If it's a big problem, I can stop (It would really help if you spotlighted the thread though :D)
EDIT 2: I want to put a destructbile xel'naga tower right in the middle, where the command center is in the screenshot. If anyone knows how to do this without losing melee status please let me know :D
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So dedicated! Look how hard you're working! 
You know how they hired Mr Jack because his drawings were so awesome? yeah. You should be a mapper. GJ dude ;P
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