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[Map] (4) Sinkhole

Forum Index > SC2 Maps & Custom Games
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Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-11-02 02:24:18
July 13 2010 08:42 GMT
#1
--- Nuked ---
FarbrorAbavna
Profile Joined July 2009
Sweden4856 Posts
July 13 2010 08:49 GMT
#2
map looks dope! Great work on the environment and doodads and and everything. Gonna try it out in a while and see how it plays.
Do you really want chat rooms?
OverSight
Profile Joined June 2010
United States104 Posts
July 13 2010 09:02 GMT
#3
Can't speak much to its balance but I can say it looks ridiculously sweet! I want to play on it just to go sightseeing. Keep mapping.
I have learned and I will thusly crush people. -Day[9]
AcrossFiveJulys
Profile Blog Joined September 2005
United States3612 Posts
July 13 2010 09:03 GMT
#4
At first glance, it seems you overdid the doodads. I'm not sure how it would feel playing on it, though. I think the amount of effort you put into the OP warrants some test time on my part, will let you know what I think.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
July 14 2010 04:42 GMT
#5
--- Nuked ---
Turbo.Tactics
Profile Joined April 2010
Germany675 Posts
July 14 2010 04:48 GMT
#6
Wow...pimp my map! Best work so far. It just looks sick good. Gotta have to play it to say anything about playability or balance...

I definitely want to see more of your mapmaking in the future!
Zerg - because Browders sons hate 'em
5miley
Profile Joined January 2010
United States64 Posts
July 14 2010 04:53 GMT
#7
Looks like a Warcraft 3 map... I bet it will be slightly terran favored because of the small choke points and easily securable third.
lol in the pants
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
July 14 2010 04:56 GMT
#8
HOLY FUCK O_O


...and i thought i spent a lot of time on doodads. This looks gorgeous o_o
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
MaxField
Profile Blog Joined May 2010
United States2386 Posts
July 14 2010 04:56 GMT
#9
Man it seems you put a ton of work into this.

I herby award you 5.35 awesome points. (awesome points are non-transferable)
"Zerg, so bad it loses to hydras" IdrA.
FiveAlarm
Profile Joined March 2010
United States57 Posts
July 14 2010 05:00 GMT
#10
I don't care how it plays. This map shoots pretty lasers directly into my eyes.
o/ \o TEAMWORK!
Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
Last Edited: 2010-07-14 05:07:30
July 14 2010 05:04 GMT
#11
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.
"Mudkip"
Hautamaki
Profile Blog Joined December 2003
Canada1311 Posts
July 14 2010 05:16 GMT
#12
Wow I believe you when you said you put over 24 hours into this map.

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.
True learning is not the memorization of knowledge; it is the internalization of patterns.
shlomo
Profile Joined May 2010
258 Posts
July 14 2010 05:19 GMT
#13
My FPS is still floating above 20! Obviously you should add more doodads, critters and random water/light effects. I don't think there's quite enough yet.

COUGH
Blind Fremen
Profile Joined April 2010
United States37 Posts
July 14 2010 05:51 GMT
#14
Props for the effort, but WHAT IN GOD'S NAME MADE YOU PUT DESTRUCTIBLE ROCKS ON ISLAND EXPANSIONS?
Appearance is everything.
Hautamaki
Profile Blog Joined December 2003
Canada1311 Posts
July 14 2010 05:53 GMT
#15
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
True learning is not the memorization of knowledge; it is the internalization of patterns.
dimfish
Profile Blog Joined February 2010
United States663 Posts
July 14 2010 05:54 GMT
#16
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
Profile Blog Joined May 2010
12519 Posts
July 14 2010 06:36 GMT
#17
Whoa super good map, BUT please don't make it exactly symmetric to the elephant bones. Instead, add some insignificant variety to each side; at least that's how the Blizzard maps are, and makes them look more realistic.

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.
If you stand next to my head, you can hear the ocean. - Day[9]
Whole
Profile Blog Joined May 2010
United States6046 Posts
Last Edited: 2010-07-14 09:33:56
July 14 2010 09:32 GMT
#18
If you attack the Archons, do they chase? If they chase, do they "lose aggro" and return to their point? You might want to change the unit or make it do flat damage to all type to prevent imbalance against Zerg.

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
Profile Blog Joined March 2006
United States22895 Posts
July 14 2010 09:38 GMT
#19
k this map looks amazing
..and then I would, ya know, check em'. (Aka SpoR)
arthur
Profile Joined April 2009
United Kingdom488 Posts
July 14 2010 09:43 GMT
#20
wow LQ looks retarded compared to HQ, id never noticed before...

Map looks good =]
youtube.com/f1337
PhiliBiRD
Profile Joined November 2009
United States2643 Posts
July 14 2010 09:44 GMT
#21
looks awesome bro

but definitely looks like a FFA map, a great one at that.
HubertFelix
Profile Joined April 2010
France631 Posts
Last Edited: 2010-07-14 14:23:52
July 14 2010 12:18 GMT
#22
Your map is really nice. I won't talk about imbalance, but I have one concern: it feels like there is not enough space for many buildings in the mains.
Maybe i'm wrong, it's hard to see on screenshots
rza
Profile Joined June 2010
Canada384 Posts
July 14 2010 12:57 GMT
#23
there s tons of details in ur maps
very nice work, looks awesome
Until my death, my goal's to stay alive.
LokPest
Profile Joined April 2010
Norway21 Posts
July 14 2010 14:09 GMT
#24
how can i play this on EU server?
never underestimate the predictability of stupidity
Avrithor
Profile Joined May 2010
United States41 Posts
July 14 2010 14:33 GMT
#25
It looks gorgeous, but I have to say I'm concerned about how it will play. I think the most important thing is being able to parse what is happening, and there's already a lot going on in SC2 battles. I'm worried that the extreme amount of visual detail will make that more difficult, but it's hard to say without actually playing on it some. I'll definitely take it for a spin or two and see what it looks like in-game.
Keype
Profile Joined March 2010
Sweden455 Posts
July 14 2010 14:57 GMT
#26
Cool maps but way to many rocks haven't read all you wrote so I might be just comepletly gone if thats the case ignore me
Tornado Terran Fighting!
Half
Profile Joined March 2010
United States2554 Posts
July 14 2010 15:04 GMT
#27
Too many doodads on playing field.
Too Busy to Troll!
Jonanin
Profile Joined April 2010
United States23 Posts
July 14 2010 15:07 GMT
#28
This map looks really good! I wish more people would spend time on analysis and balance consideration like you did! I'm sure some of your maps will be in the official map pool sometime Keep 'em coming.
asdf
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-07-14 16:57:03
July 14 2010 16:53 GMT
#29
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Perdition
Profile Blog Joined June 2010
American Samoa77 Posts
July 14 2010 17:01 GMT
#30
There is a lot of visual clutter in this map. I don't personally see how it would be played on. It is however, certainly original.
The richest man is not he who has the most, but he who needs the least.
ganil
Profile Joined August 2009
253 Posts
Last Edited: 2010-07-14 17:11:40
July 14 2010 17:11 GMT
#31
How does this map look ?
PWN. GG.

Really beatifull map but it's hard to say sthg about the balance without playing on it ^^.
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
July 14 2010 17:23 GMT
#32
Woah doood this looks sick!! Makes me wanna work some more on my maps with doodads :D

How long did it take you from start to the end?
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
NukeTheBunnys
Profile Joined July 2010
United States1004 Posts
July 14 2010 17:34 GMT
#33
It looks really pretty, and I really need to play it before I can make any real comments about it, but I like the concept of the archon. My only other concern is that it may be be too cluttered with doodads and rocks and they could mess with unit pathing too much, but this I would definiately need to play test before condeming such a pretty map. I look forward to playing it when I get home
When you play the game of drones you win or you die.
driftme
Profile Joined June 2010
United States360 Posts
July 14 2010 17:43 GMT
#34
WOW great looking map!!

I can't wait to play it and try it out later today =]
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-07-14 21:43:03
July 14 2010 21:42 GMT
#35
--- Nuked ---
Whole
Profile Blog Joined May 2010
United States6046 Posts
Last Edited: 2010-07-14 23:09:46
July 14 2010 23:08 GMT
#36
On July 15 2010 01:53 Barrin wrote:
Show nested quote +
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.

I thought the ramps to the middle were too big before I made it 4x3 smaller ramps. That's also why I added the rocks below them, but I might take those out.


Well, they should be big. It makes the map more open and it makes the high yield harder to defend. Terran might have too much of an easy time defending if they Siege up a few ramps and wall off the others.

Show nested quote +
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 had thought about this. No matter how I placed the minerals/gas I just wasn't satisfied with the oppenness of the ramp up to them. I tried like 20 different ways and this is the ONLY one I was satisfied with the oppenness of all 4 ways up. That aside, I think that there is no such thing as too many minerals, unless you just cant keep your APM up :D As all races, make extra overlords/pylons/supply depots. Maybe use them to block off the middle. As terran, make extra barracks and spam marines. As protoss, extra gateways and spam zealots. As zerg, extra hatcheries, extra queens, spam zerglings!


Well, you can hardly say that because once the game goes to 3 base and beyond, everyone will be maxing out their army with gas as their only low resource. Zealots for Protoss might be the only effective mineral dump or Marines for a Bio Terran. But Zerglings and Bio Terran aren't that good because of Colossi, Siege Tanks, Infestors, and Roaches. And they is hardly a reason to buy more Pylons, Overlords, and Supply Depots than you need unless it is for a special reason.

Grimjim
Profile Joined May 2010
United States395 Posts
July 14 2010 23:44 GMT
#37
Your map is a beauty, but the thing I love most is the layout of the Main, Natural, and Third.

Perfectly defend-able by P and T, but also harass-able by Z. Plus, all the destructible rocks take away any advantages from turtle play.

This would make an epic FFA map, and if you created a 1v1 version (Simply cut out 2 of the mains and make them face each perhaps? Playing this version 1v1 would make it way too easy to cheese with all those nooks and crannies for hidden tech. It would be VR madness), it would be epic.

5 Ultralisks out of 5.
I am serious. And my name is Shirley.
nineninja9
Profile Joined March 2010
United States194 Posts
July 14 2010 23:47 GMT
#38
Why does the bottom right island only have 6 mineral patches when I believe the rest have 7?
Gackt_
Profile Joined March 2010
335 Posts
July 14 2010 23:48 GMT
#39
I think the map is looking really good, cant decide if it's a map that people would play in ladder games or not since I've only took a look at it in map editor and ingame alone...but I would like to see less water around the center.

Tried it out on high textures with my good ol 8800gt card but I seem to get fps drop in the center of the map. Sure could lower the graphs but I mainly play on high on all the other maps with great fps so I shouldnt be forced to lower graphs just for this one map. Just a tip and Good work!
Tone_
Profile Joined May 2009
United Kingdom554 Posts
July 15 2010 00:07 GMT
#40
Incredibly impressively looking. Can't wait to download and play! TY!
Hasta La Victoria Siempre | 톤
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-07-15 20:35:30
July 15 2010 20:02 GMT
#41
--- Nuked ---
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
July 15 2010 21:17 GMT
#42
Map looks absolutely beautiful. Amazing work here. Though it is a bit complex as some people said. Make it more simple next time.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-07-16 23:04:24
July 16 2010 23:02 GMT
#43
--- Nuked ---
sinn
Profile Joined May 2010
United States132 Posts
July 16 2010 23:03 GMT
#44
Wow this is an intense map. Seems like you put a lot of effort into it, keep up the good work!
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-07-25 19:33:54
July 25 2010 19:32 GMT
#45
--- Nuked ---
G_Wen
Profile Joined September 2009
Canada525 Posts
July 25 2010 19:40 GMT
#46
The map has an impressive amount of detail and it looks amazing. The only problem I have with it, besides balance wise, but I haven't played enough matches to make an educated judgment, is how symmetrical it is. I think it may be worth revisiting later and varying up the bases in style.
ESV Mapmaking Team
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
July 25 2010 21:09 GMT
#47
--- Nuked ---
SC2Phoenix
Profile Blog Joined June 2009
Canada2814 Posts
Last Edited: 2010-07-25 21:35:53
July 25 2010 21:35 GMT
#48
That map is by far the sexyest thing i have seen in the beta so far, so congratz to you sir!
Edit: how long did that take you btw?
Who the fuck has a family of fucking trees? This song is so god damn stupid. Fuck you song, fuck you and your stupid trees. -itmeJP
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
July 25 2010 22:00 GMT
#49
--- Nuked ---
0neder
Profile Joined July 2009
United States3733 Posts
July 26 2010 00:43 GMT
#50
Nice exercise. I don't know about balance, but it's way too busy aesthetically. You need some relatively plain spaces to balance out all the detail.
Snake_Doc
Profile Joined July 2010
Australia98 Posts
Last Edited: 2010-07-26 01:18:04
July 26 2010 01:17 GMT
#51
looks awesome!!
Betty Blue, copy
Deleted User 39582
Profile Joined August 2008
317 Posts
July 26 2010 05:40 GMT
#52
looks like fun. I particularly like the attention to detail. very pretty map
Slims20
Profile Joined June 2010
United States45 Posts
July 26 2010 14:22 GMT
#53
Best user created map I've ever seen, bravo sir.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
July 12 2011 23:30 GMT
#54
--- Nuked ---
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