[Map] (4) Sinkhole
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Randomaccount#77123
United States5003 Posts
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FarbrorAbavna
Sweden4856 Posts
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OverSight
United States104 Posts
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AcrossFiveJulys
United States3612 Posts
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Randomaccount#77123
United States5003 Posts
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Turbo.Tactics
Germany675 Posts
I definitely want to see more of your mapmaking in the future! | ||
5miley
United States64 Posts
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prodiG
Canada2016 Posts
...and i thought i spent a lot of time on doodads. This looks gorgeous o_o | ||
MaxField
United States2386 Posts
I herby award you 5.35 awesome points. (awesome points are non-transferable) | ||
FiveAlarm
United States57 Posts
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Madkipz
Norway1643 Posts
it looks like you are using elevated terrain, if anything is lifted on to the edges or sieged or built there the entire consept crumbles quickly. I suggest you keep everything to the same level of terrain. now i will download it and see how it feels. | ||
Hautamaki
Canada1311 Posts
Sigh gone are the days of old when you could come up with an idea for a map, then open up the ol editor and slap something play-worthy out within an hour or so and start playtesting and tweaking from there. I loved the SC map editor but the War 3 editor took more effort than it was worth and the SC2 editor looks to be about the same. I liked making simple melee maps in SC but I don't know if I'll enjoy it enough to put in 24+ hours every time in SC2. So all that said, I have great respect for those who have the energy and the patience to create new maps and enhance the overall experience for everything. Great work Barrin, and, Thanks. | ||
shlomo
258 Posts
COUGH | ||
Blind Fremen
United States37 Posts
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Hautamaki
Canada1311 Posts
On July 14 2010 14:04 Madkipz wrote: First it looks like you went way overboard with destructible rocks and doodads (looks like there is alot of visual clutter), it looks like a blizzard map and i already hate it. Not for any balance reasons mind you, just because rocks are a tedious feature and this map has it in abundance. One could argue that reapers will be godmode on the map as they are the fastest at killing rocks. xD it looks like you are using elevated terrain, if anything is lifted on to the edges or sieged or built there the entire consept crumbles quickly. I suggest you keep everything to the same level of terrain. now i will download it and see how it feels. Considering that right now reapers don't really seem to have any other use maybe that's a good thing =p | ||
dimfish
United States663 Posts
On July 14 2010 14:51 Blind Fremen wrote: Props for the effort, but WHAT IN GOD'S NAME MADE YOU PUT DESTRUCTIBLE ROCKS ON ISLAND EXPANSIONS? Why shouting? I assume the idea is that since they aren't very far from the mains then it is to slow down Terrans flying there too easily? | ||
figq
12519 Posts
If you listen to my advice - better leave this "variation" for last, after all other issues are polished. Because until final stage, you would prefer to symmetry-copy whatever changes you add. But in the very end I recommend adding some variety / erasing some of the repeated elements. That's all I had to add, the quality stunned me, GG. | ||
Whole
United States6046 Posts
The map seems a little cramp, but I feel if you make the ramps to the high yield in the middle very big, (combine those 3 small ramps into one) it might open up some space. Also, you should take out some (or all) of the Destructible Rocks in the middle. Keep the Destructible rocks in the High Yield expansion though. Personally, I would also make the High Yield Minerals normal (keep the 12 patches) and add gas. (possibly 4 geysers or high yield geysers) It would be a very rare circumstance where someone would need 12 patches of high yield minerals. That is just too much. I would also take out a lot of Destructible Rocks. To me, that just seems like too much. Take out all of the Rocks that aren't blocking key back door ramps and stuff. It seems like you have some in the middle of the pathway for the the sake of having it. These rocks create inconveniences, and they hardly add any gameplay value. I don't want to see a timing push being thrown off because of 50 destructible rocks in the way. For example, do you really need Rocks AND an Archon just to unlock a good tech hiding place. I would not be able to kill those if I were trying to hide my 1 Base Muta. It would kill all of my Zerglings and the Rocks would take too long to kill. Last of all, I would seriously reduce those doodads. I'm not playing or watching Starcraft to look at mammoth bones and waterfalls. They distract me and on this map, I can hardly tell if it is a strategic area to try to control or a pile of doodads there to look nice. Honestly, I rather the Starcraft: Brood War graphics over Starcraft 2. You can tell what each unit was perfectly. Now I can hardly tell the difference between a Hydralisk ball and a few Ultralisks. I can't tell the difference between 5 Thors or 10 Siege Tanks. Doodads do not help. Don't take this as me bashing the map. The general concept is great and I particularly love the Archon blocker. But you just overdid it. It is cool to make maps have cool effects and awesome potential strategies, but as a map maker, you need to keep things simple and allow the players to do the crazy and complex stuff. That is what makes Starcraft beautiful. Professional gamers take the simplest concepts and designs, and they turn it into a jaw-dropping event. | ||
CharlieMurphy
United States22895 Posts
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arthur
United Kingdom488 Posts
Map looks good =] | ||
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