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Active: 2154 users

hopefully...a first map - Page 2

Forum Index > SC2 Maps & Custom Games
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gundream
Profile Joined April 2010
United States229 Posts
June 19 2010 00:19 GMT
#21
Thanks for the help so far guys...ill start making some changes and give those willing to give it a chance another look...ill be posting an updated drawing when ready...at work right now so all i can do is draw it anyway...once i get all the kinks out it will go to the editor and then ill get more kinks out
mousepad
Profile Joined April 2010
United States136 Posts
Last Edited: 2010-06-19 01:37:46
June 19 2010 01:32 GMT
#22
A lot will depends on how wide the ramps and how big this map will eventually be, but maybe make the center a raised terrain instead of a valley? Kinda from my experience with the official SC2 maps, players don't really like dropping below because it puts them at a sight disadvantage.

Also, depends on your preference, but maybe move the valley expansion bases a smidge farther north and south (away from the main). I think having them too close together encourages turtling a little to much. Natural and gold looks awesome

But other than that, great job.
Percutio
Profile Blog Joined April 2010
United States1672 Posts
June 19 2010 01:40 GMT
#23
If you can make this map a night map I think that would be awesome.
What does it matter how I loose it?
Whole
Profile Blog Joined May 2010
United States6046 Posts
Last Edited: 2010-06-19 01:54:53
June 19 2010 01:52 GMT
#24
It looks really nice but here is what I would do. Change the middle valley to a high ground and make the chokes to that high ground wide. This promotes map control and if the chokes or wide, it wouldn't be as favored against zerg. I find it is slight favored against zerg at the moment due to the many chokes.

Make the valley expansion gold and the old gold expansion normal. The current gold expansion seems easy to defend and the valley expo seems harder so switching it would be logical. Make the valley expansion harder to defend if you make it gold.

Perhaps move the towers so that it could see the valley expansion if you make the valley gold. This would make it harder to defend the gold expansion.

If you do these changes, I would be really excited to see this map.
Drium
Profile Blog Joined December 2008
United States888 Posts
June 19 2010 02:06 GMT
#25
The structure of the main nat and "valley expo" reminds me a lot of Colosseum. I would make the entrances to the central valley wider if it was up to me but go ahead and make the map.
KwanROLLLLLLLED
Motiva
Profile Joined November 2007
United States1774 Posts
June 19 2010 02:23 GMT
#26
I like this, It reminds me of a 1v1 version or Colosseum with a hint of Steppes of War. lol.
hellokitty[hk]
Profile Joined June 2009
United States1309 Posts
June 19 2010 02:45 GMT
#27
Is that a crayon drawing?
People are imbeciles, lucky thing god made cats.
danl9rm
Profile Blog Joined July 2009
United States3111 Posts
June 19 2010 03:02 GMT
#28
On June 19 2010 08:43 MindRush wrote:
Show nested quote +
On June 19 2010 08:40 Kurumi wrote:
Nat is looking scary. Skull.


thus the map name : twin skulls


i vote: similar-looking skulls
"Science has so well established that the preborn baby in the womb is a living human being that most pro-choice activists have conceded the point. ..since the abortion proponents have lost the science argument, they are now advocating an existential one."
Delarchon
Profile Joined April 2010
Finland132 Posts
June 19 2010 03:48 GMT
#29
Not playing zerg but isn't that a bit troubling for Z that can't really join the nat and main quick with creep?

Of course the map ain't done yet and can't really say anything about the distances but would seem to favor P and T wall FE more than Z FE right now.

And i also think that you could take away those brushes between the mid valley and nat expo.
That cliff on nat expo looks really strong defense point already even without the LOS block.

But most definitely you should make this. Good looking map.
What kind of sorcery is this?
xOchievax
Profile Joined April 2010
United States69 Posts
June 19 2010 04:01 GMT
#30
I like the looks of the map, as well as it's size. I would suggest 2 more towers at the areas labeled elevated cliff that overlook the gold expansions as well as the valley expos. That would add importance to controlling those cliffs.
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
June 19 2010 04:23 GMT
#31
Looks neat, layout is about identical to the top map here though just flipped horizontal:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=130662
vileEchoic -- clanvile.com
Licmyobelisk
Profile Blog Joined August 2008
Philippines3682 Posts
June 19 2010 05:22 GMT
#32
On June 19 2010 12:02 danl9rm wrote:
Show nested quote +
On June 19 2010 08:43 MindRush wrote:
On June 19 2010 08:40 Kurumi wrote:
Nat is looking scary. Skull.


thus the map name : twin skulls


i vote: similar-looking skulls


So good, twin skulls that is the name

very good map.. the middle looks pretty balance since it would split the terran ball or whatever ball you have when it comes to clashes.
I don't think I've ever wished my opponent good luck prior to a game. When I play, I play to win. I hope every opponent I ever have is cursed with fucking terrible luck. I hope they're stuck playing underneath a stepladder with a black cat in attendance a
EleanorRIgby
Profile Joined March 2008
Canada3923 Posts
June 19 2010 05:23 GMT
#33
well you put the effort in to make a template/map which is more then what 90% of other maps have done, GL!
savior did nothing wrong
USn
Profile Joined March 2010
United States376 Posts
June 19 2010 05:29 GMT
#34
On June 19 2010 10:40 Percutio wrote:
If you can make this map a night map I think that would be awesome.


Personally what I'd really like is a good competitive 'caribbean' map, with palm trees and sand.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
June 19 2010 05:51 GMT
#35
This looks like a really interesting map. My big question is what does the low ground in the middle do? You don't need to pass through it to access any important terrain and it's visible from both sides with the towers. It seems like it's just a death-zone in the middle of the map that you just need to rally around when attacking. Maybe tightening up chokes on the side paths so that a player with a large army would be forced to choose between pushing through the small-choke side paths or the moderate-choke low ground. Just an idea to make it more interesting. Or you could make it a high-ground instead of a low-ground which would make center-area a strategic defense point.

My other suggestion would be to reconsider the direction that the ramp extends to the high ground overlooking the gold mineral patches. By facing the ramp toward the expansion point, you're creating a very advantageous defensive position. I might instead point the ramp toward the valley expansions to make these high grounds more neutral, thereby making the gold expos a little harder to defend.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
June 19 2010 06:06 GMT
#36
Actually, thinking about this again, this map might be somewhat difficult to play against a meching Terran. If the Terran is able to set up tanks in the middle ground (and a good Terran should be able to push at least that far), he'll be able to float a barracks or two as spotters and cut off every ground path by which to attack the Terran. Also, this position will be quite close to the main, the natural, and the gold expansion meaning you can't even exploit mech's lack of mobility well. I'd rethink the design of the middle area with this in mind. Perhaps make it an open area of water, or remove the two towers on the side paths, and make a narrow strip of land that extends through the open area of water to a tower that spots both side paths, but doesn't have land close enough for a tank to shoot the side paths.
lyk503
Profile Joined May 2009
United States261 Posts
Last Edited: 2010-06-19 06:24:43
June 19 2010 06:22 GMT
#37
[image loading]

I made the natural ramp wider, and made the elevated cliffs pointed at the other direction.
The reason I did this was to create tension for the player. The wide cliff at the nat can make it so a bust is viable, and the elevated cliffs on the gold makes you spread your army around the map thinner.

I made green circles around the area that needs most work IMO. A siege tank can easily defend the gold from the nat (if I am assuming the right distance), and defend the nat at the same time as the gold. I think this is too easy for a terran player, and the gold minerals need to be facing the other way, so the tanks can't range it.
z0mgz starcraft
gundream
Profile Joined April 2010
United States229 Posts
June 19 2010 06:30 GMT
#38
Again thanks for everyone's help.
for the middle ground (after reading here) i feel that making it elevated terrain would be a better idea (maybe not as high as the natural) but if i do i also want to take a chunk out of there center and have something there (either trees or emtpy space)..

.and i drew this on a graph sheet with red and black pencil then photoshop'd the red to blue and added the rest for a template for everyone to see...

for the elevated terrain near the gold expo ill be adding another ramp to make it easier for the attacker to use the ledge as well...
the natural expo's (the whole skull) angle will turn toward the main base to promote creep highways and most ramps will be made a little wider


Half
Profile Joined March 2010
United States2554 Posts
Last Edited: 2010-06-19 08:20:54
June 19 2010 08:20 GMT
#39
You should keep the Skull effect subtle. It should look suggestive, not actually be a skull.

Looks super cool if it suggests a skull, but its just tacky if you just draw a skull as a nat expo.
Too Busy to Troll!
raph
Profile Joined May 2010
United States204 Posts
June 19 2010 08:23 GMT
#40
it looks good but i think you should give the middle towers more sight if you could, the current ring of sight doesnt seem to do anything
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