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On June 28 2010 02:04 ymirheim wrote:Show nested quote +On June 27 2010 12:27 CharlieMurphy wrote: Also, Beta resumes July 1st. So that is the deadline for this contest.
Supposedly, I have yet to see a confirmation from blizzard on this. I thought there was a blue post from bashiok telling PCbang company about it.
Anyways, I have another map for this:
(4)Neo Metalopolis
![[image loading]](http://imgur.com/amGM9.jpg)
![[image loading]](http://imgur.com/nZY2p.jpg) Pink = removed statues added high ground block with LoSB on top. Yellow = Moved XWTs out a little, made this area smaller. Red = Removed ramps, added LoSBs Blue = Opened up this space here more so it's more even on all bases.
DL: http://www.mediafire.com/?mnmz3tyt3g2
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charlie: question... what is the purpose of the pink high ground blocks?
also... i must say I don't really like the los blocker by the high min.. it basically makes it so someone with a spotter (observer etc) can assault the high min from below, but the defender can't fight back unless they have their own air unit or something on the ground beyond the los blocker. looks to me like it gives a huge advantage to the attacker of the high min base, and would make it pointless to use the ramp if you have tanks or some other equally long range unit
EDIT: Oh, also.... I'll be submitting my DO remake today or tomorrow! =]
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On June 12 2010 04:50 sev1 wrote:Scrap Station 2.0Image + Show Spoiler +With notes + Show Spoiler +Did this in about an hour last night, so it's not entirely polished, but I thought it was worth posting. I decided to redo Scrap Station. I don't think it's a map that needs a lot of balancing, I just did it to see if I could change the playstyle of the map a bit, from 2-base oriented to 3 or 4 base macro (something that isn't seen too often on two player maps). The biggest changes happened to bottom bases, which I've seen used in ladder games... maybe two or three times. I connected the island bases to the mainland in three ways: a ramp from the metal plateaus by the natural, a sight-blocked chokepoint near the middle, and a more broad entrance from the bottom. It is rather easy to defend if you focus your entire army on the third, but I also wanted to make the blocked-off bridge more of a threat by adding a tower to its center. This gives the first army to advance across the bridge a significant advantage. The intent is to make map awareness and mobility more important. I also added small sight-blocked areas to the mains, I think they open up some interesting gameplay options (drops, proxies, hidden tech, etc).
AWESOME!!!!!!!!!!!! Surprisingly I don't really have any thing to criticize about this map. :D
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prodiG, that map looks slightly asymmetrical. Some gaps and walkways appear to be bigger than the opposite one. I have no real knowledge of the map editor so I don't know if it's possible, but if you just sliced the map in half, copied one side, rotated it, and replaced the other side, then it'd be golden.
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On June 29 2010 03:34 tfmdjeff wrote: prodiG, that map looks slightly asymmetrical. Some gaps and walkways appear to be bigger than the opposite one. I have no real knowledge of the map editor so I don't know if it's possible, but if you just sliced the map in half, copied one side, rotated it, and replaced the other side, then it'd be golden. That's exactly what I did. Metalopolis is not a symmetrical design, and if I wanted to make it perfectly symmetrical I'd have to start over from the ground up. I posted my thoughts on this on the second or third page I think.
At any rate, all of the ramps and everything are the same size and the distances are pretty much the same, so I think it's okay
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I made a remake of Blistering Sands im not sure if it will qualify for the contest tho, since I have moved the starting positions a bit.
http://www.sc2mapster.com/maps/blistering-sands-2-daedenremake/
Changes: Modified Spawn locations and natural Added back entrance to gold (to improve expanding path)
New Spawn Location
![[image loading]](http://static.sc2mapster.com/content/images/22/749/Terrain_053.jpg)
More images @ SC2 Mapster including Map Analyser images
Not huge remake in terms of textures but i think it will effect game play quite abit just wanted to make a Blistering sands with what i see as better start location for zerg to connect to natural
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