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While beta is down ive been fiddling with the map editor and have made a few maps.
For map #2 "Char Ribs" Please leave suggestions for a new map name, in a day or two il make a poll and let the public pick the name for the map! Map # 1
Map Name: World's Edge
Players: 1v1
version 1.0
version 1.1 (ballenced starting bases)
Map #2
Map Name: Char Ribs (please suggest a new name for this map)
Players: 1v1
Ok heres My brand new map finished its a 1v1 map and starting possition are in the 2 corners diagonal on the high ground
As you can see there is the main path through the middle but there alre also pasages to both left and right if the middle is blocked by an army.
Version 1.0
version 1.1
Map # 3
Map Name: Hunters of Death
Players: 4v4 or 5v5
So thats my maps currently. All suggestions welcome and feel free to comment what you like or dislike about any map
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these look sweet cant wait for the down time to be over so i can play these 8>
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Although I like the overall concepts of these maps, they need to be made symmetrical to be balanced. Work on the symmetry a bit, and update us!
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On June 12 2010 10:58 ryanAnger wrote: Although I like the overall concepts of these maps, they need to be made symmetrical to be balanced. Work on the symmetry a bit, and update us!
ya maps dont look to be balanced correctly and the concepts are nice, but putting more work into the balance may help the over all feel all together
sometimes less is more
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@first map
I like everything. It might be alittle tight in the middle, and siege tank defenses maybe super hard to break, and it wouldnt be okay because there are just to few expansions. Reminds to be an easier third better defendable Incineration zone (makes it 10x better already)
@second map
I dont like this one so much. Just because there is only one very narrow push path. I mean no one is going to want to push across that ever, so its just going to be a very long stale game. Maybe open up the sides, and expand the middle abit.
@third map
3v3 4v4 maps dont need to be balanced. Game is already unbalanced anyway doesnt matter.
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I really like the concept of those maps. Just as RodrigoX says everything looks a bit narrow and #2 with only 1 path.. I think it would be good if you added one on either side next to the cliffs or something like that. Also I think that #2 looks really sterile and empty. You might wanna add some doodads or what ever^^
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Map 1, top player can wall off his natural way more easily than bottom player Map 2, looks like you can blink or proxy a pylon on the left side but the right side, you have to go through high ground
So, yeah, good maps overall but like it has been said already, work on the symmetry and keep up the good work
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1st map..isnt the tops main like ALOT? smaller than the bottom ones?
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map #3 looks like it has a teeny tiny space for your base, but that may just be me. Also, I'm not too sure about the starting positions in that map, could you put a colored circle at starting positions or a nexus or something? Also, typo in OP. You have 2 #2 maps.
edit: as in there is no "Map #3"
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On June 12 2010 10:58 ryanAnger wrote: Although I like the overall concepts of these maps, they need to be made symmetrical to be balanced. Work on the symmetry a bit, and update us!
Yeah, you're really going to need symmetry or else the maps will never be balanced.
Really good concepts, though, and creative names as well!
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For Char Ribs I think you should rotate the mins on the nats cause as it is imo its way too easy to get drones off the line from down below.
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When did you say you made the first map?
The first map is stolen... I played quite a few games on this before the latest patch. Unless you made a typo and you didn't actually make this in the beta downtime.
Edit: the first map used to be called Lost Python
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The first map looks interesting. The biggest issue is (like a few people have already said) the need for symmetry. A difference in the two sides of the map right away means they can have a totally different feel for certain races. Not a good thing.
And for the 2nd map, the mineral placement is confusing me. Not the expansion points, just the way you've chosen to lay out the mineral patches/geysers. The 3, 6, 9, and 12 position expansions would be WAY too easy to harrass. I don't like the feel of your expansion's back being to your opponent. An enemy unit should need to either move around your nexus/cc/whatever, or get dropped, to get an attack on your workers. Being able to just walk right up to the mineral line will give a huge advantage to quick range units like Reapers and Hellions.
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On June 12 2010 13:05 iEchoic wrote: When did you say you made the first map?
The first map is stolen... I played quite a few games on this before the latest patch. Unless you made a typo and you didn't actually make this in the beta downtime.
Edit: the first map used to be called Lost Python
rofl iechoic its me Miz. you never wondered why i kept playing on that map
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Changes to MAP #1 ballanced starting bases
Keep it comming and il continue to change things if need be
once again i would like to clarify the on map #2 there is the main path through the middle plus two side paths, which are hard to see on the screen shot to the left and right of the main path.
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There is place to build your base in the third map..the bases seem so narrow..
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1st map: Nat doesn't cover main? Is there enough room for large armies? Very prone to reaper/ collo. 2nd map: Turtle terrans > all. Expansions are tankable, exposed minerals. Small choke in the middle = terran > all... 3rd map: Way too tight...
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Well in that case I can attest that map 1 is pretty cool
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How do you get the pictures of the map? When i export the image its a .tga file and all the conventors i find on google, give a very low quality image.
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Just take a picture of your screen using print screen and paste it into paint - extract what you want and save it - horray!
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