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dezi
Germany1536 Posts
There are so much good maps in this board (the maps from the iCCup guys, maps from Samro, NullCurrent, funcmode, johanaz, Madsquare, ... and so much more that it's just a shame i can't recall their names right now) that i still wonder WHY blizz still tries to create stupid maps instead of just get in contact with some of us. Still hope blizz at least get in contact with the iCCup team because they are so involved in the whole mapping community that it would be very easy for them to create a fresh and cool 1v1 ladderpool nearly every month.
But for now i would be satisfied if there is just someone in this board who has some mapslots left at NA to publish some of my maps there
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dezi
Germany1536 Posts
One Must Fall, Krakatoa and The Crucible are now also available at NA and the first 2 also at SEA, thanks to you guys who helped me to publish them there (don't want to spoil your names here, you're allowed to do this on your own ^^).
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On February 27 2011 07:25 dezi wrote: There are so much good maps in this board (the maps from the iCCup guys, maps from Samro, NullCurrent, funcmode, johanaz, Madsquare, ... and so much more that it's just a shame i can't recall their names right now) that i still wonder WHY blizz still tries to create stupid maps instead of just get in contact with some of us. So painfully true... especially backwater gulch and slag pits are ridicilous and look like they nobody put any ideas or at least Effort Into them . But maybe it will drive more cup organizers into creating their own map pool since blizzard's just gets worse. Don't get me wrong, BS and Steppes were not very balanced, but at least they were pretty and nice to look at - something that Shattered Temple, Gulch and Slag just fail to deliver.
/edit: @dezi: I've searched for the authors you named in your post, but unfortunately i wasn't able to find any of their maps on the EU-Servers . Can you tell me if they got uploaded there and if who did this for them?
//edit²: looks like one can only find them if one searches for their exact name. Pretty complicated to do so, but at least they are up on the EU-Servers . Time for Blizzard to improve the way maps are listed and to be found on the Servers.
///edit³: just played on Sedan. Awesome layout!
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On February 27 2011 10:02 dezi wrote: One Must Fall, Krakatoa and The Crucible are now also available at NA and the first 2 also at SEA, thanks to you guys who helped me to publish them there (don't want to spoil your names here, you're allowed to do this on your own ^^).
Haha, I'll take my due credit for One Must Fall, Krakatoa, and The Crucible on NA! Thanks for all the work you do dezi!
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one must fall is your newest? i love it.
BUT. the rocks in the center i'd rather see as a permenant wall/gap
also considering using it for SC2BW. will get back to you on that
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dezi
Germany1536 Posts
On February 28 2011 07:12 MavercK wrote:one must fall is your newest? i love it. BUT. the rocks in the center i'd rather see as a permenant wall/gap also considering using it for SC2BW. will get back to you on that ![](/mirror/smilies/smile.gif) They are rarely brought down but i keep them as an option and i don't want this path to be open early on. If further games show that it's way to hard to destroy them i gonna lower their health or armor or both ![](/mirror/smilies/wink.gif)
If you want to use it for SC2BW (i like it btw. ) just send me a PM.
On February 28 2011 02:59 spinnaker wrote: ///edit³: just played on Sedan. Awesome layout! I don't like the backdoor expo idea anymore so i already created a version without but i'm still working on it till i'm satisfied with the layout ^^
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Hi dezi ,
I played some of your maps with a few friends and also discussed them quite a lot with other players. Here are some suggestions that came up, that might help make them even more awesome .
One must fall Some Zergs complained, that they can be contained into their Main + Natural quite easily. I am not really sure if that's a balance issue or more of a skill issue since many maps allow for that kind of contain. But here's an (imho) nice idea that came up: Placing a backdoor with rocks to the main would give Zerg an additional opportunity to break out and to be aggressive thus adding some additional strategic depth. Dunno if it can be done that easily since the height difference is 2 instead of 1.
![[image loading]](http://www.ld-host.de/uploads/thumbnails/4979751df8a69ed39dbbbb901b0a4e5a.jpg)
Sedan Pretty cool macro-oriented map, but it felt like the backdoor expo can be taken too easily by terran. An really easy way to fix this might be just placing the rocks right on the expo-spot instead of the choke. Also removing some of the buildings in the middle would help Zerg a lot by providing more space. I'm not sure if it would be better to remove the center building or the four buildings. The first option would give a fairly big central space to fight on, while still restricting access to the ramps while removing the four surrounding buildings would grant more access to the ramp but also provide some sort of ring to fight on but also leave the watch towers kinda in the open.
![[image loading]](http://www.ld-host.de/uploads/thumbnails/a8ab13bcc41044614af186cdb5348a4b.jpg)
Verdun At first we were pretty concerned that this map would punish zerg a lot, because of the cliffs at the Natural and that the 3rd is quite far away. But with proper map control and positioning this isn't a big issue. You also place the cliff at the natural in a manner that the siege tank is always in roach range when he wants to shell the hatchery. Kudos on that! Only issue is, that the middle could be a bit more open. We almost never broke the rocks in the middle, since destroying them doesn't offer much of an advantage. Also, i was ordered to praise you by our zerg players for providing a huge amount of small cliffs to place overlords on (orange dots). They provide a good way of getting map control even with the abscence of watch towers. Nicely done and a cool, unique feature of the map.
![[image loading]](http://www.ld-host.de/uploads/thumbnails/13a0f5c155958d19a9c400028248834f.jpg)
Keep up making such cool maps, we really enjoy playing on them since you look more for macro-oriented maps instead of fast-paced Melee which force 1-Base-Allin. Could you also pm me your char-id? Would be very cool . Mine is Diamond/598 on EU.
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Nice. =)
I hope you'll get some good feedback.
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dezi
Germany1536 Posts
On March 03 2011 00:34 spinnaker wrote:One must fallSome Zergs complained, that they can be contained into their Main + Natural quite easily. I am not really sure if that's a balance issue or more of a skill issue since many maps allow for that kind of contain. But here's an (imho) nice idea that came up: Placing a backdoor with rocks to the main would give Zerg an additional opportunity to break out and to be aggressive thus adding some additional strategic depth. Dunno if it can be done that easily since the height difference is 2 instead of 1. ![[image loading]](http://www.ld-host.de/uploads/thumbnails/4979751df8a69ed39dbbbb901b0a4e5a.jpg) I'm sorry, but i don't think gonna add a backdoor to the main. I hate them on my own and it might put the defender on a bigger disadvantage. I would also need 2 ramps (get "climb" those two cliffs) which wouldn't look good and i'm actually very happy how the map feels when playing.
If i encounter furthermore problems with this i might gonna create a backdoor but i might gonna block both of the needed ramps, too.
//edit This is how this might look like and if you ask me: this will create the same issue as on Shakuras Plateau with on the connected spawns > tanks there and rines moving in and out to roflstomp your main (tech). + Show Spoiler +
On March 03 2011 00:34 spinnaker wrote:SedanPretty cool macro-oriented map, but it felt like the backdoor expo can be taken too easily by terran. An really easy way to fix this might be just placing the rocks right on the expo-spot instead of the choke. Also removing some of the buildings in the middle would help Zerg a lot by providing more space. I'm not sure if it would be better to remove the center building or the four buildings. The first option would give a fairly big central space to fight on, while still restricting access to the ramps while removing the four surrounding buildings would grant more access to the ramp but also provide some sort of ring to fight on but also leave the watch towers kinda in the open. ![[image loading]](http://www.ld-host.de/uploads/thumbnails/a8ab13bcc41044614af186cdb5348a4b.jpg) I already made a layout rework of this map without the backdoor expos and the revamped mid, but currently i'm not happy with the distances and the middle area in this rework. So the map is currently stalled and that's why i also don't work on this old version of Sedan anymore.
On March 03 2011 00:34 spinnaker wrote:VerdunAt first we were pretty concerned that this map would punish zerg a lot, because of the cliffs at the Natural and that the 3rd is quite far away. But with proper map control and positioning this isn't a big issue. You also place the cliff at the natural in a manner that the siege tank is always in roach range when he wants to shell the hatchery. Kudos on that! Only issue is, that the middle could be a bit more open. We almost never broke the rocks in the middle, since destroying them doesn't offer much of an advantage. Also, i was ordered to praise you by our zerg players for providing a huge amount of small cliffs to place overlords on (orange dots). They provide a good way of getting map control even with the abscence of watch towers. Nicely done and a cool, unique feature of the map. ![[image loading]](http://www.ld-host.de/uploads/thumbnails/13a0f5c155958d19a9c400028248834f.jpg) I'm also not that satisfied with the mid and the whole area is a subject to change. Maybe i just gonna remove those small bumpy areas you mentioned and therefor slightly gonna increase the size of other areas.
On March 03 2011 00:34 spinnaker wrote:Could you also pm me your char-id? Would be very cool ![](/mirror/smilies/smile.gif) . Mine is Diamond/598 on EU. That's not secret: dezi.598 (ya stole my number :p).
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On March 03 2011 01:37 dezi wrote:I'm sorry, but i don't think gonna add a backdoor to the main. I hate them on my own and it might put the defender on a bigger disadvantage. I would also need 2 ramps (get "climb" those two cliffs) which wouldn't look good and i'm actually very happy how the map feels when playing. If i encounter furthermore problems with this i might gonna create a backdoor but i might gonna block both of the needed ramps, too. //edit This is how this might look like and if you ask me: this will create the same issue as on Shakuras Plateau with on the connected spawns > tanks there and rines moving in and out to roflstomp your main (tech). + Show Spoiler + I think it's different because on Shakuras Plateau because the army moving in through the backdoor doesn't have to worry to be cut of from the main. Their back is perfectly covered and they can just be attacked from the front, which makes this slow push so powerful. Over here, they have to worry to be trapped on the low ground and reinforcements can be easily intercepted. This way such a push through the backdoor can backfire. But i understand your point, as a protoss player i'm not very fond about backdoors either ^_^. Just an idea that came up.
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dezi
Germany1536 Posts
But still the ramp to the 5th is also only a double wide ramp so the best option would be to try to attack the main of the terran > base race. But we all know you can't win a base race vs. a good terran as zerg so i think i there'll be no backdoor - but still thanks for the feedback, much appreciated.
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dezi
Germany1536 Posts
Sneaky sneaky
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Uhooh, thats looking alot like the map I'm currently working on stop making me compete with that ^^ cant you postpone mapping till I'm on holiday or something
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don't you have dozens of maps you have to playtest until tomorrow? how do you have time to make new maps
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dezi
Germany1536 Posts
I'm already done with scoring all the maps :p
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uhhh... Port Zion tileset. And it looks to be an intact and working! interesting!
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dezi
Germany1536 Posts
Still a lot of work to do on the next map and i yet don't wanna show something specific beside of yet again a small sneak peak :D
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ok thats already looking amazing. cant wait to see the whole thing.
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Dude your maps are AMAZING! Keep it up
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Amazing maps, good sir.
On February 28 2011 04:26 ImmortalTofu wrote:Show nested quote +On February 27 2011 10:02 dezi wrote: One Must Fall, Krakatoa and The Crucible are now also available at NA and the first 2 also at SEA, thanks to you guys who helped me to publish them there (don't want to spoil your names here, you're allowed to do this on your own ^^). Haha, I'll take my due credit for One Must Fall, Krakatoa, and The Crucible on NA! Thanks for all the work you do dezi!
Oooohhh please do Churchill Reservoir and or Flushing Meadows next! I've noticed a distinct lack of quality Agria tileset Melee's on NA...
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