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I figured that instead of spamming the board with every new map I make I would just make one thread to put them in.
I'll try and add the latest map first and the oldest last. Also, it should be said that I'm pretty new at this which means that I appreciate any feedback (which is the main purpose of this thread besides increasing the size of my internet penis).
[1v1/2v2] [4 spawn] Name pending, WIP + Show Spoiler +Spawns: 4 corners Size: 144x160 (more like 136x144) Download: http://www.bluefriday.se/sync/space2.SC2MapBeen working on this one today. It's coming slowly getting to where i want it to be but there's still a lot of work to do. Only started with doodads and texturing a few hours ago.
[1v1] [2 Spawn] Desert Sanctuary (Desert Oasis remake) + Show Spoiler +Spawns: Original Size: Original Download: http://www.bluefriday.se/sync/desertsanctuary.SC2MapPlayed around with the Desert Oasis map to change the rush distances a bit (now 35 seconds). Now has a backdoor entrance to the base that can either be used by the enemy to bust in (pretty hard since its in range for units to shoot down from the cliff with ease) or to gain easier access to the expansion behind the main. Removed the entire cliff that the natural was on and moved the expansion up a bit. also moved the ramp to the top-left, bottom-right of the base.
[1v1] [2 Spawn] Formica C + Show Spoiler +Spawns: Top-left / bottom-right Size: 144x152 Download: http://www.bluefriday.se/sync/formica_c.SC2MapI understand that the above image might make you feel slightly dizzy or light-headed. I would like to think that this is caused by the sheer awesomeness that radiates from my map but I have a creeping suspicion that it is just because screenshots of this tileset turn out god-awful. Radiating awesomeness sounds better. If you feel numb after looking at the above image I suggest that you download the map. This will allow you to take in smaller parts of it while you're in-game. + Show Spoiler +
[1v1] [2 Spawn] Cygnus B + Show Spoiler +Spawns: Top-left / Bottom-right Size: 176x152 (there's quite a lot of space outside of the platform. It's big but not as big as the map bounds make it look like) Download: http://www.bluefriday.se/sync/CygnusB1.SC2MapThe idea was to create something that felt like an old run-down space platform that has been through some rough times lately. Among other things it features a monorail, something which I feel makes it better than other maps. Also space whales.
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I like the first one, the ramps though, might hinder terran's ability to to be able to wall in properly, you've also done that on cygnus B, both sweet looking maps though.
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Not really much to say. You seem to know what you're doing, appreciate the value of multiple entrances, towers that don't reveal every possible angle from a single spot, know how to make the maps look natural and aren't doing anything weird or stupid.
If this were a grading system I'd give you an A.
Absolutely love that DO remake.
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Really like the 2v2 map, the possibilies for blink (into main, between the two high yield expos), the 2nd expo between allies, a really nice layout
maybe too much space for proxy builds in the corner of the naturals for my taste, proxies became much more frequent now and I really don't like dealing with them
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for the 1st one, name it square-opolis
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Cool, glad you all liked the maps! The 3 oldest maps are at a point where I think they need more playtesting before I change things. The newest one I'm still doing doodads and texturing for (doodads semi-finished on the bottom part). I appreciate any feedback though, good or bad.
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On June 19 2010 04:01 Randolf wrote: I like the first one, the ramps though, might hinder terran's ability to to be able to wall in properly, you've also done that on cygnus B, both sweet looking maps though.
Just wall in further back? It still won't be longer than your wall in on SS.
I'm all for mixing up ramps, I think walling in should be different on every map like BW.
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Can't wait to give Desert Sanctuary a try!
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I'll try to get them up in phase two and after release asap but I only have an EU account so I'll have to try and find someone with a US account to upload them over there.
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Having played some on Cygnus B I can't wait for the beta to come back up so I can try out the other maps.
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Like those maps ! especially the 2v2 one. the expanding pattern seems to be very interresting on it ! Can't wait to play on those !
P.S : I'm delighted to be on the EU server :p
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Glad you liked it
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Maybe you can update this thread with download links so we can try the map versus AI.
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Your maps are really good!  Only critique is that Cygnus B may be a little tight
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On June 23 2010 07:53 Tiazi wrote: Maybe you can update this thread with download links so we can try the map versus AI. ...wow I thought I had put the links up :D I'll try and get them up now
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Updated with links. Tell me if you find something thats really off - or anything really (When I played Formica C a while back I found a 1x1 hole where my expansion was supposed to go :p).
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Heya Wihl, in case you didn't already know, you can view the pathing, building placement, and aerial pathing grids via the editor. If you already knew that, disregard this. I used to have huge problems with doodad clusters having a 1x1 opening where someone could drop a unit such as a ghost but using the new editor it's much easier to keep track of.
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@Gedrah Thanks, yeah I know about that - I'm just a bit bad at using it from time to time
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Formica C looks really good to me. Nice maps.
The high yields in Cygnus B look bad. They are just right across from each other, and doesn't seem to make much sense.
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Great maps but the Desert Sanctuary looks amazing i really want to play there. Gj
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Question: I know that Cygnus B is named after a star, is Formica C named after a star too? Never heard of it.
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Cygnus B is after a star yes. Formica C was named after the genus of ants named Formica (mostly because I thought the colour scheme is similar http://en.wikipedia.org/wiki/File:A_Formica_rufa_collecting.jpg ). The WiP-map will be named <something> and then D at the end. I'll continue with that until I run out of letters in the alphabet but we'll cross that bridge when we get to it :p
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On June 29 2010 10:04 Wihl wrote:Cygnus B is after a star yes. Formica C was named after the genus of ants named Formica (mostly because I thought the colour scheme is similar http://en.wikipedia.org/wiki/File:A_Formica_rufa_collecting.jpg  ). The WiP-map will be named <something> and then D at the end. I'll continue with that until I run out of letters in the alphabet but we'll cross that bridge when we get to it :p
Oh I was way off
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Stars, Ants - pretty much the same thing.
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I am a fan of Cygnus B in particular--nice spaces! I want to watch games on that map and see what kind of maneuvers players do.
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Cool, yeah I wanted it to be quite open since all the blizzard maps are pretty tight.
By the way, I'm looking for feedback on all my maps. I appreciate any opinions, whether they be about how bad my maps are or whatever.
I'm going home later today, visiting some friends at the moment. I'll try to get some images up with that map analyzer of yours, dimfish. Really helpful tool (although I wish it took no-pathing into account, but I guess thats what future versions are for), keep up the good work.
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[1v1/2v2] [4 spawn] Name Pending
This map doesn't fit well into either 1v1 or 2v2 IMO. In 2v2, your ally is just as close to you as you enemy is. This can be bad. In fact, it's whole design is set up as two 1v1s rather than a 2v2 map. from the 1v1 perspective, the expansions in between the naturals are actually really good places for siege tanks. Cross-spawn is absolutely terrible considering how the center is divided in half. It forces you to attack from one side or the other. I think that this map should be scrapped.
needs: -To be scrapped
[1v1] [2 spawn] Desert Sanctuary
I am not a fan of Desert Oasis at all. In fact, that map and Incineration Zone are the worst maps ever IMO. This version IMO is much better - the naturals are not as far away as they were before, discouraging FEing. The back door is a Blistering Sands fad - which I love. Same with DO, this map still stresses army placement. One that you made better is making the ground distance closer - this influences players to stop rushing mutalisks or some air unit and go for more of ground based army.
needs: -Cliffs behind your natural for harassment options. -Destructible rocks blocking off the island expansions (used-to-be-island expansions). -The high yield mineral fields back.
[1v1] [1 spawn] Formica C
I am not sure about having the mains being lower than the naturals - we'll have to test the map a few times to see if it is a good idea, as I cannot give accurate criticism. I do however do not see the purpose of the destructible rocks blocking those chokes near the center of the map - an explanation is needed for those because I do not understand their purpose. Your third base should be harder to hold onto. right now it looks really easy to defend.
needs: -3rds need the choke from the fourth base to be widened a lot and remove the rocks there. -4ths need to be high yield (maybe with destructible rocks blocking an expo there). -The ramps that connect the center of the map to the fourth bases need to be much larger
This map has potential, good job on this one.
[1v1] [2 Spawn] Cygnus B
Contains on this map seem really easy to pull off because if you get locked down after expanding to your natural you have no where to go. The watchtowers give sight to the backdoor destructible rocks which eliminates the surprise attack option. This map I think needs more testing to be done. It's actually hard to say how combat would unfold.
Good job on Formica C, that is no question your best map. Work on that one before the others. Scrap the 4-spawn. Cygnus B and Desert Sanctuary need to be tested more - it's hard for me to say whether or not they are good or bad maps.
Keep up the good work, and don't stop until Formica C is awesome!
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On June 30 2010 02:35 dimfish wrote: I am a fan of Cygnus B in particular--nice spaces! I want to watch games on that map and see what kind of maneuvers players do.
It's hard to say... I'm having trouble critiquing it. Which is good! It's something that I haven't seen before, could be a new map trend. Who knows?
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Nice job on the maps man. Overall, some of the better once I have seen on the forum so far.
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@Chizambers, Thanks! I try the best I can but its hard when you can't actually play 10-15 games with some friends to see what works and what doesnt.
@Antares777 I'll try to answer properly tomorrow!
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