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(3) Planeswalker
My 2nd attempt at a 3 player melee map, this time with a somewhat funky tileset.
Updated:
![[image loading]](http://img257.imageshack.us/img257/5787/terrain059.jpg) Aerial view: + Show Spoiler +
Changelog: + Show Spoiler +-Opened up the mid a bunch, lowered the mid high ground and opened up the entrance. -Widened the narrower lower ramp from third (it'd then be less narrow now  ). -The island expos have a 1 mineral node blocking the cc landing zone. -Mains enlarged. -Removed pillar in front of nat.
sc2mapanalyzer openess comparision: + Show Spoiler +![[image loading]](http://img51.imageshack.us/img51/7381/orgsc2mapopenness.png) old ![[image loading]](http://img295.imageshack.us/img295/104/redsc2mapopenness.png) new
The mid is now the shortest attack path if you take the narrow ramps, the wider mid ramps will take a tad more time but allow bigger army movement and less getting stuck at chokes. The third remains the primary big/slowpush way I guess though as the mid is surrounded by cliffs (easier air harass) and does not happen to have an expo and is like a few units longer.
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OLD:
![[image loading]](http://img686.imageshack.us/img686/8150/terrain055.jpg) Playable 130x129
Closer look: + Show Spoiler +![[image loading]](http://img820.imageshack.us/img820/6929/terrain056.jpg) Mains have 8min 1gas Expos have 7min 2gas (nat & 3rd)Semi-islands have 6min 1gas ![[image loading]](http://img594.imageshack.us/img594/1696/22258288.png) Middle, tower covers it just about perfectly (sees down small but not normal-size ramps)
Sc2mapanalizer:
Bases + Show Spoiler +
Distances + Show Spoiler +
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I'm a bit torn whether there is need for more connectivity somewhere:
in front of third or ...from wide-midramp to nat? + Show Spoiler + to open it up a bit or if the many alternate paths will suffice.
Anyways, feedback appreciated.
Noted already: Mains may need to be fixed a bit in respects to different harrassing capabilities based on relation to island expos (some mineral lines reachable while others not).
iNba poll:+ Show Spoiler +Poll: Map favorsterran (10) 71% protoss (2) 14% zerg (1) 7% no imbalances to speak off atm?! (1) 7% 14 total votes Your vote: Map favors (Vote): terran (Vote): zerg (Vote): protoss (Vote): no imbalances to speak off atm?!
If 1-3 then why 
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Other map threads/projects:
(2) Flying squirrelpony?
[Map thread], SCBW conversions and custom melee maps.
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Think you need to change the terrain for the map a bit to make atleast the mains and naturals the same size.
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Can all three players walk from the main to the end of the ledge that wraps around the natural? Are all three ledges equal width?
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I like the idea for the map and the textures are nicely done! We need more 3 player maps put into the 1v1 pool.
I think you should do something with the walled off expansions next to the bases as that makes for too easy a 3rd for terran (CC float). Also the ramps leading to the main ground could be a little wider.
Definitely a potential map.
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If you can fix the mains, I think this is the best custom map so far.
Good job.
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The top main looks so small?
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I'm concerned that so many of the pathways are very tight. Units just need some room to run around, all races! How about simplifying the parts that touch the center by fusing the two little ramps into one big ramp?
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Yes the mains are a bit off, looking to fix that in a few ways I guess.
On July 02 2010 07:06 mucker wrote: Can all three players walk from the main to the end of the ledge that wraps around the natural? Are all three ledges equal width?
the cliffs are walkable It's just about the same for each nat, sort of jaggedy wide/narrow to begin with and a more narrow end.
On July 02 2010 07:07 konicki wrote: I like the idea for the map and the textures are nicely done! We need more 3 player maps put into the 1v1 pool.
I think you should do something with the walled off expansions next to the bases as that makes for too easy a 3rd for terran (CC float). Also the ramps leading to the main ground could be a little wider.
Definitely a potential map. was initally going to have a second path leading to island from 3rd, might work that in again, it's a really shitty expo to take though if your enemy has ranged stuff and control of the cliff  (Might just put a mineral node with like 1 mineral to make you get an scv there, or turn it into mineral only and keep it.)
Mid ramps yes, under some reconsideration perhaps.
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Actually, all the mains look relatively small (but I have bad eyesight).
Good job on this! I really like the titleset and this is, I think, the first three spawn map for SCII (not counting BW remakes)
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On July 02 2010 07:32 Antares777 wrote: Actually, all the mains look relatively small (but I have bad eyesight).
Good job on this! I really like the titleset and this is, I think, the first three spawn map for SCII (not counting BW remakes)
Yes the mains are a tad small at the moment "I think" (especially top), need to fix them up a bit.
My first map was a 3player one (not the best one though) it's in the thread linked in the op. Also seen one or two more "I think" 
On July 02 2010 07:31 dimfish wrote: I'm concerned that so many of the pathways are very tight. Units just need some room to run around, all races! How about simplifying the parts that touch the center by fusing the two little ramps into one big ramp?
Yes probably widening the mid access somewhat.
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Leave them small. You can fit a ton of guys down even a small ramp in SCII and having narrow walk-ways is cool.
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Heyy this map looks freaking awesome. Excellent execution of the concept.
I have one glaring issue with this map however. I absolutely hate the small patch of higher ground between the natural towards middle/expos
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The map itself actually looks small as well (I have bad eyesight). The middle high ground is really small if it can get covered by just one watchtower. also the ramps leading up to it look very thin.
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Reminds me of Moonglaive. Looks like a good map! Nice job!
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On July 02 2010 10:54 Antares777 wrote: The map itself actually looks small as well (I have bad eyesight). The middle high ground is really small if it can get covered by just one watchtower. also the ramps leading up to it look very thin.
It's about the size of lost temple (afaik)
pic of middle with units:
![[image loading]](http://img822.imageshack.us/img822/1739/terrain058.jpg)
the mid may need some more opening up but the map should not really be too focused on that (an open mid) since as can be see (from the analysis pic) the mid is actually not the shortest path towards your opponent, the 3rd is. The mid is mostly an alternate/outer path (may still warrant some widening) as well as a more direct path if ones opponent expos at the far third.
On July 02 2010 10:48 larjarse wrote: Heyy this map looks freaking awesome. Excellent execution of the concept.
I have one glaring issue with this map however. I absolutely hate the small patch of higher ground between the natural towards middle/expos
That patch kind of was mean to protect the nat earlier, not needed now, can probably go I guess.
Just need some beta to test my maps :'(
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far third? so it's not symmetrical?
And yeah the center is larger than i thought
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I'm really digging the texture of the map, it's like some sort of plateau. Very unique, nice change from the normal grassy or city looks.
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paths are all too tight, favors terran/disfavors zerg.
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On July 02 2010 11:25 Antares777 wrote:far third? so it's not symmetrical? And yeah the center is larger than i thought 
I mean the third towards the empty base, the thirds are in ways kind of up for grabs as in they are about the same distance away, the ramp setup differs a bit though.
On July 02 2010 11:30 Chronopolis wrote: I'm really digging the texture of the map, it's like some sort of plateau. Very unique, nice change from the normal grassy or city looks.
It's a mish mash of textures from mar'sara to shakuras 
On July 02 2010 11:31 CharlieMurphy wrote: paths are all too tight, favors terran/disfavors zerg.
mostly the mid that needs some work perhaps, opeingn that up would leave some wider paths. along with the thinner circle one. Pillar thing in front of nat also on the way out.
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Oh I see... I like the texture as well. I agree the middle does need to have larger ramps to it.
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