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Active: 9367 users

[M] Lost Yield

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
McCheese
Profile Joined July 2010
208 Posts
Last Edited: 2010-09-26 17:59:03
August 30 2010 20:03 GMT
#1
Hey, I've been working on a new map recently, and I think I got the terrain down. I would love to hear your thoughts, comments, suggestions, anything you got! Please help me become a better mapper and balance out this map as best as possible. =]

**Map is Published! Search for "Lost Yield" and it will show up!**

Lost Yield

+ Show Spoiler +

[image loading]

Map Features & Explanation
[image loading]

Dotted Yellow Line = Expansion Route
Black Line = Line of Sight Blocker
Red Circle = Watch Tower

Version: 0.2
Players: 2
Download: None.

*In case you didn't know or were wondering, the blue line is the end of the map, and yellow is the camera.



Thanks for your time!

Check out my Map Thread Here!
Whiplash
Profile Blog Joined October 2008
United States2929 Posts
August 30 2010 20:28 GMT
#2
It looks pretty nice, it needs more detail though but I'm sure you know that.
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
McCheese
Profile Joined July 2010
208 Posts
August 31 2010 00:04 GMT
#3
On August 31 2010 05:28 Whiplash wrote:
It looks pretty nice, it needs more detail though but I'm sure you know that.



Yes, I'm just showing the terrain because I'd rather make changes to it now then when its all decorated and doodaded up. =]
Antares777
Profile Joined June 2010
United States1971 Posts
August 31 2010 01:49 GMT
#4
I like the positions of the mains, nats, and expansions. I have no criticism for any terrain imbalances or suggestions. All you need to do is add the textures and doodads. :D
BoomStevo
Profile Joined August 2010
United States332 Posts
August 31 2010 01:59 GMT
#5
Black Line = Line of Sight Blocker

I don't see any black lines. Are there LoS blockers I am not seeing?

Otherwise, I have no real complaints about the layout...

P.S. With all those gold rocks down below, I expected more gold expansions.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
McCheese
Profile Joined July 2010
208 Posts
August 31 2010 02:53 GMT
#6
On August 31 2010 10:59 BoomStevo wrote:
Show nested quote +
Black Line = Line of Sight Blocker

I don't see any black lines. Are there LoS blockers I am not seeing?

Otherwise, I have no real complaints about the layout...

P.S. With all those gold rocks down below, I expected more gold expansions.



Nope, there are none yet, I will be adding them soon. =]

And yeah, if there were the map wouldn't be as balanced. xD

Thanks for the feedback!

On August 31 2010 10:49 Antares777 wrote:
I like the positions of the mains, nats, and expansions. I have no criticism for any terrain imbalances or suggestions. All you need to do is add the textures and doodads. :D



Well thank you!! I will be working on that when i can, but school is starting soon so I'm not sure when I'll be able to finish it. But it'll happen. =]

Thanks for the feedback!
Umbra
Profile Joined June 2010
Australia9 Posts
August 31 2010 05:45 GMT
#7
My only concern with this map is for a fast expanding Zerg. The position of the main is a far distance from the main ramp and natural expo, so a zerg may have trouble spreading creep down to the natural fast enough to deal with early harass, especially from Terran. It could take 3 or 4 tumors to extend the creep down to the expansion fast enough which would make it hard to position spine crawlers and move queens between bases without getting sniped. Other than this potential zerg imbalance, the map looks pretty good
Blisse
Profile Blog Joined July 2010
Canada3710 Posts
August 31 2010 07:09 GMT
#8
I would like to see it a bit bigger to see if you could fit a fifth expansion. Or the fourth. I dislike the idea of being forced to take the gold as a fourth, or fifth. I like the entire design however.
There is no one like you in the universe.
McCheese
Profile Joined July 2010
208 Posts
August 31 2010 16:32 GMT
#9
On August 31 2010 16:09 vica wrote:
I would like to see it a bit bigger to see if you could fit a fifth expansion. Or the fourth. I dislike the idea of being forced to take the gold as a fourth, or fifth. I like the entire design however.



Yeah, me as well, but if I move the mains further apart, the rush distances would be tooooo long. Right now they are basically perfect, because they aren't too far where protoss would have an advantage of proxy and not too close where zerg cannot respond. Although I could make the map wider without change the position of the mains, but then I think it would be too wide because the center is the main part of the map, and only place you can reach your opponents main by ground. And with how it is now, I am not sure where I'd be able to add another expo.

Thanks for the feedback! It really does help alot! =DD

On August 31 2010 14:45 Umbra wrote:
My only concern with this map is for a fast expanding Zerg. The position of the main is a far distance from the main ramp and natural expo, so a zerg may have trouble spreading creep down to the natural fast enough to deal with early harass, especially from Terran. It could take 3 or 4 tumors to extend the creep down to the expansion fast enough which would make it hard to position spine crawlers and move queens between bases without getting sniped. Other than this potential zerg imbalance, the map looks pretty good

[image loading]

hope that helps. =D Its only 2 tumors to get down the ramp. Ofcourse the first you have to wait for it to reach to pretty much the end, but it can be difficult I guess...

Thanks for the feedback! Its much appreciated. =]
FlaShFTW
Profile Blog Joined February 2010
United States10526 Posts
August 31 2010 17:27 GMT
#10
awww... i was hoping for a map with just high yield expansions... =( but i really like the map! however, its kinda like a 2 player lost temple, considering you have a high ground where tanks or reapers can abuse... so i kinda dont like that =( otherwise, great!
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
McCheese
Profile Joined July 2010
208 Posts
August 31 2010 18:58 GMT
#11
On September 01 2010 02:27 FlaShFTW wrote:
awww... i was hoping for a map with just high yield expansions... =( but i really like the map! however, its kinda like a 2 player lost temple, considering you have a high ground where tanks or reapers can abuse... so i kinda dont like that =( otherwise, great!


Lol, yeah that would be an idea... Maybe my next map I'll just make a cool map like that to just mess around on.

But nonono, that will be unpathable. The only things that can go up there will be like flying things. No cliff walking or jumping or dropping on that cliff. =] Hopefully that makes it even better. =D

Thanks for the feedback!
dimfish
Profile Blog Joined February 2010
United States663 Posts
August 31 2010 21:39 GMT
#12
On September 01 2010 03:58 McCheese wrote:
But nonono, that will be unpathable. The only things that can go up there will be like flying things. No cliff walking or jumping or dropping on that cliff. =] Hopefully that makes it even better. =D


I know you said you're really in the major terrain layout phase, but maybe some doodads would help people see visually that the nat cliff is unpathable. Or you could post map analyzer pics! *wink*
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
August 31 2010 21:43 GMT
#13
with all those mineral units, the map would surely lag wouldn't it?
..and then I would, ya know, check em'. (Aka SpoR)
McCheese
Profile Joined July 2010
208 Posts
September 01 2010 01:04 GMT
#14
On September 01 2010 06:43 CharlieMurphy wrote:
with all those mineral units, the map would surely lag wouldn't it?


No, I don't think so. And if it does, I can always change it. But I think it should be ok. =]

On September 01 2010 06:39 dimfish wrote:
Show nested quote +
On September 01 2010 03:58 McCheese wrote:
But nonono, that will be unpathable. The only things that can go up there will be like flying things. No cliff walking or jumping or dropping on that cliff. =] Hopefully that makes it even better. =D


I know you said you're really in the major terrain layout phase, but maybe some doodads would help people see visually that the nat cliff is unpathable. Or you could post map analyzer pics! *wink*



Alright, I'll upload a few. =D
Umbra
Profile Joined June 2010
Australia9 Posts
Last Edited: 2010-09-01 03:42:43
September 01 2010 03:41 GMT
#15
Umbra
Profile Joined June 2010
Australia9 Posts
September 01 2010 03:46 GMT
#16

hope that helps. =D Its only 2 tumors to get down the ramp. Ofcourse the first you have to wait for it to reach to pretty much the end, but it can be difficult I guess...

Thanks for the feedback! Its much appreciated. =]


Thanks for the pic. And yea it might just be a problem for a zerg who opts for tumors over the first few larva spits to extend the creep more rapidly. If you didnt wait for creep to expand, it may take one extra tumor. Great map overall, hope I get to play it on the Aus server

Thoreezhea1
Profile Blog Joined July 2010
United States532 Posts
September 01 2010 05:17 GMT
#17
the outer edges look retardedd, full of minerals and shit... ugh.
What the Fu- REAPERS?!
ohN
Profile Blog Joined November 2009
United States1075 Posts
September 01 2010 05:27 GMT
#18
I kinda hate the mineral background but other than that, great map.
Could use 1 more expansion for each player though or at least 1 contested one.
McCheese
Profile Joined July 2010
208 Posts
September 01 2010 11:21 GMT
#19
On September 01 2010 14:27 ohN wrote:
I kinda hate the mineral background but other than that, great map.
Could use 1 more expansion for each player though or at least 1 contested one.


If it doesn't look right after I doodad and texture the map, and if makes people lagg, then I'll change it. But for now, it does look very stupid. It'll come together tho. =] And I agree. I just don't know where to fit them in. =/

On September 01 2010 14:17 Thoreezhea wrote:
the outer edges look retardedd, full of minerals and shit... ugh.


From the top down view, yes. I'd agree it looks retarded. But after I'm done with texturing and all that it should look much more natural and cool. =]

On September 01 2010 12:46 Umbra wrote:
Show nested quote +

hope that helps. =D Its only 2 tumors to get down the ramp. Ofcourse the first you have to wait for it to reach to pretty much the end, but it can be difficult I guess...

Thanks for the feedback! Its much appreciated. =]


Thanks for the pic. And yea it might just be a problem for a zerg who opts for tumors over the first few larva spits to extend the creep more rapidly. If you didnt wait for creep to expand, it may take one extra tumor. Great map overall, hope I get to play it on the Aus server




Yupp! But I think its fairly standard. We'll have to place test. =]
McCheese
Profile Joined July 2010
208 Posts
September 11 2010 17:41 GMT
#20
Update!* I finished the texturing and I am just adding doodads and such to the map atm. Tell me how you like it so far!!!
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