[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 =] | ||
PhiliBiRD
United States2643 Posts
but definitely looks like a FFA map, a great one at that. | ||
HubertFelix
France631 Posts
Maybe i'm wrong, it's hard to see on screenshots ![]() | ||
rza
Canada384 Posts
very nice work, looks awesome | ||
LokPest
Norway21 Posts
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Avrithor
United States41 Posts
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Keype
Sweden455 Posts
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Half
United States2554 Posts
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Jonanin
United States23 Posts
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Randomaccount#77123
United States5003 Posts
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Perdition
American Samoa77 Posts
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ganil
253 Posts
PWN. GG. Really beatifull map but it's hard to say sthg about the balance without playing on it ^^. | ||
FlopTurnReaver
Switzerland1980 Posts
How long did it take you from start to the end? | ||
NukeTheBunnys
United States1004 Posts
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driftme
United States360 Posts
I can't wait to play it and try it out later today =] | ||
Randomaccount#77123
United States5003 Posts
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Whole
United States6046 Posts
On July 15 2010 01:53 Barrin wrote: 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. 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
United States395 Posts
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. | ||
nineninja9
United States194 Posts
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Gackt_
335 Posts
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_
United Kingdom554 Posts
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Randomaccount#77123
United States5003 Posts
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neobowman
Canada3324 Posts
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Randomaccount#77123
United States5003 Posts
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sinn
United States132 Posts
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Randomaccount#77123
United States5003 Posts
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G_Wen
Canada525 Posts
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Randomaccount#77123
United States5003 Posts
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SC2Phoenix
Canada2814 Posts
Edit: how long did that take you btw? | ||
Randomaccount#77123
United States5003 Posts
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0neder
United States3733 Posts
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Snake_Doc
Australia98 Posts
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Deleted User 39582
317 Posts
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Slims20
United States45 Posts
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Randomaccount#77123
United States5003 Posts
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