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[Map] Three New Maps

Forum Index > SC2 Maps & Custom Games
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SouL)R(MizaR
Profile Joined October 2009
Australia111 Posts
Last Edited: 2010-06-12 12:30:58
June 12 2010 01:50 GMT
#1
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

[image loading]
version 1.0
[image loading]
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.

[image loading]
Version 1.0
[image loading]
version 1.1

Map # 3

Map Name: Hunters of Death

Players: 4v4 or 5v5

[image loading]



So thats my maps currently. All suggestions welcome and feel free to comment what you like or dislike about any map



www.izhere.webs.com Starcraft 2 Clan Website
PineappleSage
Profile Joined April 2010
Canada109 Posts
June 12 2010 01:56 GMT
#2
these look sweet cant wait for the down time to be over so i can play these 8>
zerglings ^^
ryanAnger
Profile Blog Joined April 2008
United States838 Posts
June 12 2010 01:58 GMT
#3
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!
On my way...
Punic
Profile Blog Joined April 2010
United States152 Posts
June 12 2010 02:03 GMT
#4
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
"Where is the chapstick?" - Stephano
RodrigoX
Profile Joined November 2009
United States645 Posts
Last Edited: 2010-06-12 02:05:01
June 12 2010 02:04 GMT
#5
@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.
We were all raised on televion that made us believe we'd all be Millionairs, Movie gods, and Rockstars..... But we won't.... We are slowly learning that fact. And we are very, very pissed off.
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
June 12 2010 02:09 GMT
#6
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^^
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
ETHANOL
Profile Joined May 2010
Canada68 Posts
June 12 2010 02:32 GMT
#7
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
arb
Profile Blog Joined April 2008
Noobville17921 Posts
June 12 2010 02:48 GMT
#8
1st map..isnt the tops main like ALOT? smaller than the bottom ones?
Artillery spawned from the forges of Hell
3FFA
Profile Blog Joined February 2010
United States3931 Posts
Last Edited: 2010-06-12 02:52:02
June 12 2010 02:51 GMT
#9
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"
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
Wolf
Profile Blog Joined April 2010
Korea (South)3290 Posts
June 12 2010 02:58 GMT
#10
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!
Commentatorhttp://twitter.com/proxywolf
TL+ Member
BlackDraft
Profile Joined May 2010
United States64 Posts
June 12 2010 03:23 GMT
#11
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.
15 hatch 15 pool
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
Last Edited: 2010-06-12 04:12:18
June 12 2010 04:05 GMT
#12
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
vileEchoic -- clanvile.com
AJMcSpiffy
Profile Blog Joined May 2010
United States1154 Posts
June 12 2010 04:12 GMT
#13
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.
If the quarter was in your right hand, that would've been micro
SouL)R(MizaR
Profile Joined October 2009
Australia111 Posts
June 12 2010 05:09 GMT
#14
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
www.izhere.webs.com Starcraft 2 Clan Website
SouL)R(MizaR
Profile Joined October 2009
Australia111 Posts
June 12 2010 06:14 GMT
#15
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.
www.izhere.webs.com Starcraft 2 Clan Website
LuDwig-
Profile Blog Joined February 2007
Italy1143 Posts
June 12 2010 06:18 GMT
#16
There is place to build your base in the third map..the bases seem so narrow..
http://www.teamliquid.net/forum/viewmessage.php?topic_id=120015&currentpage=98<--Search the HotBid's Post
GenesisX
Profile Blog Joined February 2010
Canada4267 Posts
June 12 2010 06:43 GMT
#17
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...
133 221 333 123 111
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
June 12 2010 07:00 GMT
#18
Well in that case I can attest that map 1 is pretty cool
vileEchoic -- clanvile.com
ataryens
Profile Joined June 2010
Iran213 Posts
June 12 2010 12:20 GMT
#19
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.
Megaphone
Profile Joined April 2010
United States64 Posts
June 12 2010 12:26 GMT
#20
Just take a picture of your screen using print screen and paste it into paint - extract what you want and save it - horray!
stimtokolos
Profile Joined June 2010
Australia77 Posts
Last Edited: 2010-06-12 13:04:29
June 12 2010 13:01 GMT
#21
I think I like the first map the most out of the group of 3. Seems the most balanced in terms of map symmetry.
It also looks the nicest, very clean cut.

On June 12 2010 21:20 ataryens wrote:
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.


I use irfanview for all my cropping / conversion needs.
But paint is really sufficient if you just want to printscreen and drop something in.
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