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[Map] (3) Planeswalker - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 All
LSB
Profile Blog Joined April 2010
United States5171 Posts
Last Edited: 2010-07-02 03:06:56
July 02 2010 03:06 GMT
#21
Just saying, it would be awesome if instead it was a 5 person map, with a white area, a blue area, a black area, a green area, and a red area.
But it would obviously not be balanced, because Blue is the superior color.

But as for your map, with a name like "Planeswalker" it'd be really cool if you have dramatic tileset changes. Not map changes, but just cool aesthetic changes.

As for map changes, I think the ramps should be widened in order to create more 'fluid' feel. Or maybe I've played too much BW where if I send my dragoons to go up a small ramp, they get across by the time my carrier fleet is built and causes gg.
But with a wider ramp, the paths would be a lot more maneuverable, easier for large armies to attack.
Not just the mid, but also the paths up to the ramp to the third
Once is an accident. Twice is coincidence. Three times is an enemy action. Bus Driver can never target themselves I'm sorry
GenesisX
Profile Blog Joined February 2010
Canada4267 Posts
July 02 2010 03:14 GMT
#22
The way the map transitions from low ground to high ground as you get closer to the center is super terran imba. Good positioning on the 3rd, though. Mains are really small, and the "island" at the bottom right has a really small choke, unless it actually is an island O.o
133 221 333 123 111
monitor
Profile Blog Joined June 2010
United States2404 Posts
July 02 2010 03:21 GMT
#23
Off topic:

+ Show Spoiler +

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)


Not really, there have been multiple.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=132106

^^ This is my fail attempt at a 3 player map.


On topic:

I think the mains should be a bit bigger, and the middle chokes should be wider (wider ramps). Other than this, looks really good! Maybe some symmetry problems, but I don't think they are a big deal.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Zeromadcowz
Profile Joined March 2010
Canada241 Posts
July 02 2010 03:26 GMT
#24
On July 02 2010 12:21 monitor wrote:
Off topic:

+ Show Spoiler +

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)


Not really, there have been multiple.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=132106

^^ This is my fail attempt at a 3 player map.


On topic:

I think the mains should be a bit bigger, and the middle chokes should be wider (wider ramps). Other than this, looks really good! Maybe some symmetry problems, but I don't think they are a big deal.

Wow, you had quite an improvement over your first map.
Grebliv
Profile Joined May 2006
Iceland800 Posts
Last Edited: 2010-07-02 03:35:36
July 02 2010 03:32 GMT
#25
Yep, the paths are a bit tight I guess, widening some of them (mostly the middle, the narrow 3rd ramp perhaps) when I got time (tomorrow probably).

On July 02 2010 12:06 LSB wrote:
Just saying, it would be awesome if instead it was a 5 person map, with a white area, a blue area, a black area, a green area, and a red area.
But it would obviously not be balanced, because Blue is the superior color.

But as for your map, with a name like "Planeswalker" it'd be really cool if you have dramatic tileset changes. Not map changes, but just cool aesthetic changes.

As for map changes, I think the ramps should be widened in order to create more 'fluid' feel. Or maybe I've played too much BW where if I send my dragoons to go up a small ramp, they get across by the time my carrier fleet is built and causes gg.
But with a wider ramp, the paths would be a lot more maneuverable, easier for large armies to attack.
Not just the mid, but also the paths up to the ramp to the third


Kind of tried that look out, didn't really work too well, the red and blue were easy (same sand texture, different color), but I never really got it to work. Ramps getting a bit wider.

On July 02 2010 12:14 GenesisX wrote:
The way the map transitions from low ground to high ground as you get closer to the center is super terran imba. Good positioning on the 3rd, though. Mains are really small, and the "island" at the bottom right has a really small choke, unless it actually is an island O.o


The Island is basically an Island with a small destructible rock choke (hence semi-island). Will probably add a single mineral patch there to block early cc lifting.

On July 02 2010 12:21 monitor wrote:
Off topic:

+ Show Spoiler +

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)


Not really, there have been multiple.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=132106

^^ This is my fail attempt at a 3 player map.


On topic:

I think the mains should be a bit bigger, and the middle chokes should be wider (wider ramps). Other than this, looks really good! Maybe some symmetry problems, but I don't think they are a big deal.


Chokes getting widened some places.
the symmetry is a bit off somewhere, worst bits (the mains/nat?) getting worked on. Then again the rotationally symmetric maps generally have some inbalances in the fact that they are different for each player every time pretty much (sometimes not cross-position?). On the other hand they are larger than 2 player maps and therefore offer less 2 player map cheese? (see Flash's win ratio being 4player>3player>2player by a decent margin actually compiled somewhere for an example)
ESV Mapmaking!
Risen
Profile Blog Joined March 2010
United States7927 Posts
July 02 2010 05:07 GMT
#26
Me one concern with this map is terrans dropping tanks on the cliffs above the nat. The pathways are fine for zergs, imo, because there are alternate routes to take.
Pufftrees Everyday>its like a rifter that just used X-Factor/Liquid'Nony: I hope no one lip read XD/Holyflare>it's like policy lynching but better/Resident Los Angeles bachelor
Grebliv
Profile Joined May 2006
Iceland800 Posts
July 02 2010 10:43 GMT
#27
On July 02 2010 14:07 itzbrandnew wrote:
Me one concern with this map is terrans dropping tanks on the cliffs above the nat. The pathways are fine for zergs, imo, because there are alternate routes to take.


It's really just an extension of the main, a narrow one at that; which stretches out around the nat. Not a thing seen in any of the sc2beta maps but not an unfamiliar concept from older bw ones.

Should be a lot easier to defend than the lost temple cliff f.x
ESV Mapmaking!
Phayze
Profile Blog Joined June 2009
Canada2029 Posts
July 02 2010 12:48 GMT
#28
The cliffs behind the natural need to go. Or make sure nothing can land there. Thats super OP.
Proud member of the LGA-1366 Core-i7 4Ghz Club
nath
Profile Blog Joined May 2010
United States1788 Posts
Last Edited: 2010-07-02 12:53:15
July 02 2010 12:52 GMT
#29
i fucking hate you...(not really but im pissed)

i have sketched a map idea that looks...almost FUCKNG IDENTICAL.

even has 'semi islands' aka cliff expansions only accessible by drop....

its 3 player
natural same orientation


there are two golds in the middle though, but honestly the map looks the same. now im not gonna make it lolol...

-.-
Founder of Flow Enterprises, LLC http://flow-enterprises.com/
Grebliv
Profile Joined May 2006
Iceland800 Posts
Last Edited: 2010-07-03 02:48:20
July 03 2010 02:41 GMT
#30
Update:

[image loading]
Aerial view:

+ Show Spoiler +
[image loading]


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 ).
Island expos have 1mineral nodes blocking the cc landing zones.
Mains enlarged.
Removed pillar in front of nat.


sc2mapanalyzer openess comparision:
+ Show Spoiler +
[image loading]
old
[image loading]
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.
ESV Mapmaking!
Channel56k
Profile Joined June 2010
United States413 Posts
July 03 2010 03:13 GMT
#31
I like the changes quite a bit, but i still think the 3rd next to each main is a little op for a floating CC.
"Do yourself a favor, and don't listen to me."
Grebliv
Profile Joined May 2006
Iceland800 Posts
Last Edited: 2010-07-03 03:26:49
July 03 2010 03:26 GMT
#32
On July 03 2010 12:13 konicki wrote:
I like the changes quite a bit, but i still think the 3rd next to each main is a little op for a floating CC.


[image loading]
1 mineral nodes

You need drop tech or rock breaking.
ESV Mapmaking!
monitor
Profile Blog Joined June 2010
United States2404 Posts
July 04 2010 02:20 GMT
#33
On July 03 2010 12:26 Grebliv wrote:
Show nested quote +
On July 03 2010 12:13 konicki wrote:
I like the changes quite a bit, but i still think the 3rd next to each main is a little op for a floating CC.


[image loading]
1 mineral nodes

You need drop tech or rock breaking.


You could float a CC with one scv and land near it, then mine it, then move where your CC to where the 1 mineral was. You should consider adding destro. rocks there.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
USn
Profile Joined March 2010
United States376 Posts
Last Edited: 2010-07-04 02:34:38
July 04 2010 02:34 GMT
#34
On July 04 2010 11:20 monitor wrote:
Show nested quote +
On July 03 2010 12:26 Grebliv wrote:
On July 03 2010 12:13 konicki wrote:
I like the changes quite a bit, but i still think the 3rd next to each main is a little op for a floating CC.


[image loading]
1 mineral nodes

You need drop tech or rock breaking.


You could float a CC with one scv and land near it, then mine it, then move where your CC to where the 1 mineral was. You should consider adding destro. rocks there.


I think if he moves that mineral patch a little to the right or adds another it'll make it impossible to land a cc anywhere. Might be impossible already, dunno.
Grebliv
Profile Joined May 2006
Iceland800 Posts
Last Edited: 2010-07-04 04:00:20
July 04 2010 03:59 GMT
#35
On July 04 2010 11:20 monitor wrote:
Show nested quote +
On July 03 2010 12:26 Grebliv wrote:
On July 03 2010 12:13 konicki wrote:
I like the changes quite a bit, but i still think the 3rd next to each main is a little op for a floating CC.


[image loading]
1 mineral nodes

You need drop tech or rock breaking.


You could float a CC with one scv and land near it, then mine it, then move where your CC to where the 1 mineral was. You should consider adding destro. rocks there.


The mineral blocks the cc from landing by about 2 hexes

Rocks would turn this into less of an usable island, it's positioning is as bad as it gets unless you have control of the overlooking third.
ESV Mapmaking!
monitor
Profile Blog Joined June 2010
United States2404 Posts
July 04 2010 13:58 GMT
#36
Well if you can't land there, looks good. I think low mineral patches blocking pathways could be used more in SC2 maps.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
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