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-Warning- This NOT a port of the original - I have since renamed it-
I have done a ton of maps for Warcraft II, Total Annihilation and Supreme Commander, and I am a total newb at SC2 with tons yet to learn about balancing with regards to different races, weapon ranges and such. I posted this map because... - well, read on if you wanna know...
I got a little tired of doing the standard cliffs/ramps layout on my maps, so I have been working on a little side project with zero ramps and cliffs. Instead I have used the editors height tools and pathing brushes to creat something completely different.
Overview:+ Show Spoiler +
It´s published on EU server and is ready to go for 1v1 melee. Resource layout is standard (main, nat, 3rd and gold) x 2.
Hope to get some feedback - not least in terms of graphic performance. My Q6600 + 8800GTS did experience a slight drop in framerates at one point, but I´m not sure what caused it (AI vs AI - massive battle).
My Map Thread
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This is something I've been thinking a lot about. I wish I could see this first hand. Any chance it'll find its way onto NA server?
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Not gonna lie, I thought this was going to be a port of the BW map. Still looks pretty cool.
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It's allright, I can't find it in EU either. I first tried the search, and when it awarded nothing, I went to maps, melee, 1v1 and scrolled all the maps in there. No success.
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Custom map search is bugged on EU. Please write a ticket to make blizzard fix it asap.
Looks really interesting. That techniqe would sure make for some epic mountain mission-style maps.
Though its a pitty that it doesnt look possible to make a competive melee map out of this, for obvious reasons.
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On September 27 2010 18:29 vx70GTOJudgexv wrote: Not gonna lie, I thought this was going to be a port of the BW map. Still looks pretty cool.
exactly what i was thinking too, but i cant see that map working too well in sc2.
im gunna try this one out alot if it ever gets published on NA
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On September 27 2010 18:29 vx70GTOJudgexv wrote: Not gonna lie, I thought this was going to be a port of the BW map. Still looks pretty cool.
Me too, I was all stoked. But this map looks sick too! Very interesting style, any chance we can get a full picture? I could upload it on US if you want, when you're done with it
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dezi
Germany1536 Posts
Looks very choked and the main looks small (in this teaser pic). Also don't forget that buildings always will flatten the ground they are build on and this way maybe destroy the aesthetic of the map.
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concerning symetrie: copy paste should copy heights too, no?
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Looks verry cool, I'd love to see some more pictures aswell.
But gameplay wise, it kinda kill the highground mechanics. You could put sightblockers on on the "cliffs" but then the units on the high ground can't look down either. Or did you find an other way to do this?
edit: g*dd*mn Battle.net can't find it, I'l try again tomorrow
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Oops didn´t realize I took a name from BW. I was going for Norse mythology as I´ve done with a previous map of mine. I will delete it and re-publish it under a different name.
The map is perfectly symmetric. Copy-rotate-pasted half the map. There are slight variations in the pathing as it is done by hand, but I have double-checked and matched each choke width.
As for high/low dynamics, I have tried to use cliffs in combination with the height tools, but it´s just too hard to make it look good. I will keep practicing though. A one-way LOS blocker would really be useful, but I haven´t figured that one out yet. Might be solved with the data editor, but I suck at coding.
Here´s a bunch of screens: + Show Spoiler + + Show Spoiler + + Show Spoiler + + Show Spoiler + + Show Spoiler + + Show Spoiler + + Show Spoiler + + Show Spoiler + + Show Spoiler + + Show Spoiler + + Show Spoiler +
As for availability outside EU server I am looking to recruit some non-mappers to publish my maps on NA and SEA, just pm me or something if you are interested.
And thanks for the positive feedback!
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man, the map name bifrost brings back a lot of memories..those were the days! your map looks cool though
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It's really nice looking, and it's got some good ideas behind it, but I think it might be a little too cramped. There's barely any room to maneuver around, by the looks of it.
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I like the concept, and it definitely looks good. Except there isn't a single zerg player in the world that would play on this map. Very narrow path ways and no real flank opportunities.
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So.. how about a pic of the whole map?
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Impressive work, I tried a little of this and I failed pretty badly. Just make sure the ground at your expansions is completely flat, otherwise it gets warped when you place a building.
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This is a really cool Idea. I was also thinking about this idea but never really tried. Besides the pathing tool, make sure you use the build blocking tool too. and there is a tool (i think) and know for sure that there are doodads for blocking LoS. (not just the LoS blockers either like the plants and shit, theres like little white circles or something). But I like this. I wanna download it or at least look at it in game...too bad its not on NA server tho. =/ Great work btw.
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I think the the paths are a bit too narrow... I definitely a bit worried about tanks...
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big problem ist probably not the narrowness but the length of pathes. they are some kind of super long chokes. better fix that. also i do not see a reason to use the outer pathes.
which expansion is meant to be the natural?
better make the chokes less long, add an expansion at each long outer path and add some space at centre.
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I don't care about nukes going off and nobody can tell if it's even a good map cause of lack of full map picture.
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On September 29 2010 04:26 CagedMind wrote: I don't care about nukes going off and nobody can tell if it's even a good map cause of lack of full map picture.
That´s a bit troll´ish, and btw there is a full map picture, it´s just on page 2. Read before you post. First I made a pretty map, then I posted it here to get advice about how to improve balance and gameplay.
On September 28 2010 22:58 Samro225am wrote: big problem ist probably not the narrowness but the length of pathes. they are some kind of super long chokes. better fix that. also i do not see a reason to use the outer pathes.
which expansion is meant to be the natural?
better make the chokes less long, add an expansion at each long outer path and add some space at centre.
Those are good ideas I can work on. Thanks, Samro. Btw big fan of Guardians Grove.
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On September 27 2010 18:29 vx70GTOJudgexv wrote: Not gonna lie, I thought this was going to be a port of the BW map. Still looks pretty cool. Me too, I was like "yeah sweet I'm gonna play bifrost again". But it looks really interesting so I might try it. The search function for maps is acting up atm tho.
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Terran is going to love this map btw, as you have to meet them head-on. No other choice.
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Bifrost was one of my favorite maps, great work!
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does the hightmap block bullets like cliffs do?
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I really like what you've done with this map! There are problems, sure, but aesthetically at least, it looks stunning.
If you still need someone to host this map on the NA server, I'd be more than happy to do so. I have all my map slots free. PM me if you wanna take me up on the offer. =)
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On September 29 2010 06:48 Johanaz wrote:Show nested quote +On September 29 2010 04:26 CagedMind wrote: I don't care about nukes going off and nobody can tell if it's even a good map cause of lack of full map picture. That´s a bit troll´ish, and btw there is a full map picture, it´s just on page 2. Read before you post. First I made a pretty map, then I posted it here to get advice about how to improve balance and gameplay. Show nested quote +On September 28 2010 22:58 Samro225am wrote: big problem ist probably not the narrowness but the length of pathes. they are some kind of super long chokes. better fix that. also i do not see a reason to use the outer pathes.
which expansion is meant to be the natural?
better make the chokes less long, add an expansion at each long outer path and add some space at centre. Those are good ideas I can work on. Thanks, Samro. Btw big fan of Guardians Grove.
once you have started with an aesthetic idea it is quite often a long process until things will work well for gameplay, too. once you fixed the "long choke" problem and add some space for zerg to have fun this map has the potential to have some solid gameplay I guess. and it looks much more interesting than many maps.
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You might want to search for an Ice Tile set to make the map more varied texture wise. But good looking terrain nonetheless.
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On September 27 2010 18:29 vx70GTOJudgexv wrote: Not gonna lie, I thought this was going to be a port of the BW map. Still looks pretty cool.
Same. :[
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How did you get that nice fog effect, anyway, though. It doesn't really matter if I do anything with the fog doodads in editor, they do nothing, even with graphics turned to Ultra and/or with game settings locked.
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I have renamed the map Misty Mountain, thus avoiding sacriledge against the holy BW original map. I have done a lot of changes after all the feedback.
+ Show Spoiler +
+ Show Spoiler +
I might do a port of the original map later. It looks pretty cool. + Show Spoiler +
On September 29 2010 19:57 Amadi wrote: How did you get that nice fog effect, anyway, though. It doesn't really matter if I do anything with the fog doodads in editor, they do nothing, even with graphics turned to Ultra and/or with game settings locked.
The fog effect was initially done by acidragoon over at SCMapster on the map The Sky
It´s simple though:
Aiur tileset:
Fog color: white (255,255,255) Fog density: 1 Fog distance falloff: 1 Fog distance far: 0.2 Fog distance near: 0.2 Fog falloff: 0.19 Fog starting height: -10 Hide lowest level: Enabled (probably the lowest cliff)
Then I have added water (modified to white - 255,255,255) in order to get white background on the minimap.
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On September 29 2010 06:48 Johanaz wrote:Show nested quote +On September 29 2010 04:26 CagedMind wrote: I don't care about nukes going off and nobody can tell if it's even a good map cause of lack of full map picture. That´s a bit troll´ish, and btw there is a full map picture, it´s just on page 2. Read before you post. First I made a pretty map, then I posted it here to get advice about how to improve balance and gameplay. Show nested quote +On September 28 2010 22:58 Samro225am wrote: big problem ist probably not the narrowness but the length of pathes. they are some kind of super long chokes. better fix that. also i do not see a reason to use the outer pathes.
which expansion is meant to be the natural?
better make the chokes less long, add an expansion at each long outer path and add some space at centre. Those are good ideas I can work on. Thanks, Samro. Btw big fan of Guardians Grove. No idea how that happened. Maybe I wrote then cam back hours later. More importantly it's trollish to have a map thread and not have any meaningful pics till second page. You were trying to get people to focus on looks a bit much.
Back to the map. Open back entrance is bad. If you look at good competitive maps there's about twice the amount of moving room.
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good idea, looks great but the layout needs work imo, if you could make a more standard looking map (less narrow pathways, more defined expos) Then that would be neat.
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On September 30 2010 00:05 Johanaz wrote:I have renamed the map Misty Mountain, thus avoiding sacriledge against the holy BW original map. I have done a lot of changes after all the feedback. + Show Spoiler ++ Show Spoiler +I might do a port of the original map later. It looks pretty cool. + Show Spoiler +Show nested quote +On September 29 2010 19:57 Amadi wrote: How did you get that nice fog effect, anyway, though. It doesn't really matter if I do anything with the fog doodads in editor, they do nothing, even with graphics turned to Ultra and/or with game settings locked. The fog effect was initially done by acidragoon over at SCMapster on the map The SkyIt´s simple though: Aiur tileset: Fog color: white (255,255,255) Fog density: 1 Fog distance falloff: 1 Fog distance far: 0.2 Fog distance near: 0.2 Fog falloff: 0.19 Fog starting height: -10 Hide lowest level: Enabled (probably the lowest cliff) Then I have added water (modified to white - 255,255,255) in order to get white background on the minimap.
GAAAAH I [nearly] jizzed in my pants when I saw someone had port'd Bitfrost, that the inspiration for my AKA would be re-releasable on the throngs of SC2 uncultured, philistine ignorants.
Then I saw it had meerly been plagarized.
Thank God for the "All" button, it spared hellfire and brimstone from bothering to destroy this thread.
As I am still recovering from the shock, I do whole-heartedly respect the OP's decision to prevent the unstoppable storm by renaming his version, and if only he would pay SC2 hommage to its predecessor my nerd heart would be warmed even more than when NaDa won the 2006 OSL (ok well maybe not but you get the point, TY)
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Is it perhaps possible to make some flying objects? like some eagles moving around the map, or a hoverin zeppelin?
Perhaps a mountain cabin with some mountaingoats up away in the mist!
Give link to the map asap!
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I finally played a few games on this! Thanks for getting it to NA server. The issue with the layout has been discussed already by samro. It definitely feels awkward to play on. I'm not categorically against nonstandard layouts, but it seems aimlessly awkward. That said...
The looks are smashing! As a proof of concept, it is a great success. (Btw the white minimap maneuver is awesome.) Anyone who plays it will immediately be wow'd.
One issue is vision mechanic without cliffs. I think it's fine without, but it'd be cool to find a way to incorporate it, just to know you can if you want.
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