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hopefully...a first map - Page 3

Forum Index > SC2 Maps & Custom Games
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figq
Profile Blog Joined May 2010
12519 Posts
Last Edited: 2010-06-19 08:24:40
June 19 2010 08:24 GMT
#41
Overall that's great concept, here are some suggestions:
- Add destructible rocks on top of the skull-nats (make them look like part of the skull curve), and then during the game when someone breaks them: they "broke the skull", moreover then the "brain" and "blood" which is workers and defenders will "spill" from the top of the skull if they are evacuated that way
- Turn the skulls a little bit clockwise, and extend the choke towards the center, so that main and nat actually have the same entrance, and the ground distance main-nat is not that long (*)

(*) However, I think it would be even more powerful if you are able to rethink the whole concept and rewrite the map with the skulls being mains this time

- There could be little lakes in weird shapes near the skulls, which "turn red" (trigger) if some destructible rocks of the skulls are broken: there could be two destructible rocks, one on top of the skull, one in the jaw. Not sure if triggers can change water color, but they should.

If you stand next to my head, you can hear the ocean. - Day[9]
Broodie
Profile Blog Joined May 2008
Canada832 Posts
June 19 2010 10:25 GMT
#42
+ Show Spoiler +
On June 19 2010 17:24 figq wrote:
Overall that's great concept, here are some suggestions:
- Add destructible rocks on top of the skull-nats (make them look like part of the skull curve), and then during the game when someone breaks them: they "broke the skull", moreover then the "brain" and "blood" which is workers and defenders will "spill" from the top of the skull if they are evacuated that way
- Turn the skulls a little bit clockwise, and extend the choke towards the center, so that main and nat actually have the same entrance, and the ground distance main-nat is not that long (*)

(*) However, I think it would be even more powerful if you are able to rethink the whole concept and rewrite the map with the skulls being mains this time

- There could be little lakes in weird shapes near the skulls, which "turn red" (trigger) if some destructible rocks of the skulls are broken: there could be two destructible rocks, one on top of the skull, one in the jaw. Not sure if triggers can change water color, but they should.




lol you should just make your own map dude, let him test his design before making big adjustments, if you don't have the editor you should go pre-order a copy of the game, or bum around haha

I like the style of the map, my tidbit is perhaps make the map a bit bigger than what it seems, sort-of a 80% fighting Spirit size? in relation to unit speed from both BW and WoL
SilentLiquid.Broodie - Author of Tango Terminal, Ophilia RE, Cajun Quandary, & The Beneath
Slunk
Profile Blog Joined February 2010
Germany768 Posts
June 19 2010 10:40 GMT
#43
You should maybe think about getting rid of the valley in the center. This will create a larger middle for flanking opportunity to battle terran mech armies.
Full
Profile Joined April 2010
United Kingdom253 Posts
June 19 2010 13:04 GMT
#44
It's difficult to see just from a drawing to be honest, although it's a really good one!

I say go ahead and make it, it might turn out great. And from what i can see from the design id say it looks fair and balanced, and i'm not sure what the issue with the nat is either.
teekuppi
Profile Joined April 2008
78 Posts
June 19 2010 13:38 GMT
#45
Looks pretty cool, you should really make this in the editor. Few ideas i have is put the choke on the mains a little smaller and maybe add some rocks to the gold expansions.
chuky500
Profile Blog Joined March 2010
France473 Posts
June 19 2010 18:33 GMT
#46
I may not be objective but I think your map looks a lot like my map Back to Back. The main differences is my the gold is on your elevated cliff and I spawn in your natural. Also I have one more expansion. Geat minds think alike but I may be biaised.

[image loading]
monitor
Profile Blog Joined June 2010
United States2404 Posts
June 19 2010 18:45 GMT
#47
chucky500 How did you add 3-D grass to the landscape? I would really like to know if there is a button/doo-dad/unit/etc.

I think they are different enough to still be made.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
chuky500
Profile Blog Joined March 2010
France473 Posts
June 19 2010 18:52 GMT
#48
It's the Belshir LOS blocker in the doodads
Azza
Profile Joined June 2010
China650 Posts
June 19 2010 18:52 GMT
#49
I never played starcraft before sc2, but how likely is it that custom made maps can be incorporated into regular tournaments and such. I played counter-strike for years and as some of you map know odd maps do creep into the map cycles, de_contra de_cpl_mil etc.

I'm really interested in this stuff.
v3chr0
Profile Blog Joined April 2010
United States856 Posts
June 19 2010 18:56 GMT
#50
wow this is actually one of the best map (ideas) i've seen so far, looks really cool and doesn't have an upsetting amount of 1-race favoritism, I like and approve!
"He catches him with his pants down, backs him off into a corner, and then it's over." - Khaldor
Invictus
Profile Blog Joined September 2009
Singapore2697 Posts
June 19 2010 19:00 GMT
#51
Isnt the back to back map gold expos too easily defended? sieging a few tanks there + turrets can prove to make it so much harder to deny that expo, which i think favors terran quite heavily
Lee Jaedong Fighting!
Stealthpenguin
Profile Joined April 2010
Finland393 Posts
June 19 2010 19:10 GMT
#52
I was thinking you could put the ramp from main to nat closer and add another ramp to the natural protected by rocks.
chuky500
Profile Blog Joined March 2010
France473 Posts
Last Edited: 2010-06-19 19:13:03
June 19 2010 19:10 GMT
#53
I don't want to hijack the thread, I already have one, but I tweaked the gold expansion because people said it was too hard to defend. You can hide your army in the bushes, have an air unit for vision and you'll be safe. There's a picture of the previous version there.
c.Deadly
Profile Joined March 2010
United States545 Posts
June 19 2010 19:12 GMT
#54
Really good-looking map, my only suggestion would be to have a ramp leading from the valley expansions up to the gold mineral expansions, blocked by a destructible rock. This would make it easier to take a 4th base (I see the players expanding up and down the right and left sides, rather than across the top and bottom) and would also give the valley expo a bit of a "back-door" to prevent Terran players from taking the valley expo first instead of their natural.
bakedace
Profile Blog Joined March 2010
United States672 Posts
June 19 2010 19:14 GMT
#55
On June 19 2010 09:06 stet_tcl wrote:
Looks like it could be a very nice map mate, good work!


A few notes:

The nat minerals are really far from the main on foot but really close by air. This will make air harass impossible to defend. I would recommend moving the nat minerals a little bit closer to the ramp.

Perhaps the ramp to the nat could be brought sliiightly closer to the main?

Try to make sure that the ever so imba "tanks on the low ground" don't have full reign over the center if a Terran has control of the middle valley.

Perhaps the two valley expos could have entrances with rocks on both sides? I love maps with nice flanking routes


well said
gundream
Profile Joined April 2010
United States229 Posts
June 19 2010 22:41 GMT
#56
On June 20 2010 03:33 chuky500 wrote:
I may not be objective but I think your map looks a lot like my map Back to Back. The main differences is my the gold is on your elevated cliff and I spawn in your natural. Also I have one more expansion. Geat minds think alike but I may be biaised.

[image loading]


Wow man! great looking map (promise mine came from scratch so i guess great minds do think alike...so long as my mind is bright enough to finish this)

If anyone could help once i get to the editor stage of this cause honestly ive never used it before so this will be a tough one to pump out
ex. Is there a way to put a grid on the map so i can draw this on the editor square for square like in the drawing?

as far as the textures and layout...i dont really want the skull to show...rather be more suggestive...i will most likely do things like have dead grass (as opposed to the green grass ill start with) for things like the nose and teeth and use trees to make the shape and shades (I really want the player to not feel like hes playing on a skull but i want the player to look at the mini map and see the skulls through all the textures
gundream
Profile Joined April 2010
United States229 Posts
June 19 2010 22:48 GMT
#57
okay so made some changes...while here at work again....wont be worked on further till tomorrow probably but give me more suggestions...updated picture at the top
ibreakurface
Profile Joined June 2010
United States664 Posts
June 19 2010 23:07 GMT
#58
Awesome map! I'm a little skeptical about those destructible rocks on the elevated terrain, consider just making the only ramp the one that is already open.
:) I play zerg. FOX AND KT ROLSTER COASTER FAN! Because I love everyone. Except bisu.
Lovin
Profile Joined May 2009
Denmark812 Posts
June 19 2010 23:34 GMT
#59
[image loading]

Forgive me.
AKA SuddenSalad
Challe
Profile Joined June 2010
Afghanistan58 Posts
June 20 2010 00:02 GMT
#60
what does nat mean?
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