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[M] Baskerville mele map thread - Page 3

Forum Index > SC2 Maps & Custom Games
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Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
December 21 2010 19:45 GMT
#41
--- Nuked ---
baskerville
Profile Blog Joined April 2010
541 Posts
December 21 2010 19:49 GMT
#42
Polishing makes no sense whatsoever until you get the hang of Galaxy, which is still not my case...
On the daffyduck side: I did polish and improve (that is from where I stand of course) said map and others...
+ Show Spoiler +
baskerville December 18 2010 00:42. Posts 205 PM Profile Quote Edit #
Updated op with new version of Clockwork Green.

+ Show Spoiler +
baskerville December 18 2010 05:42. Posts 205 PM Profile Quote Edit #
updated op:
Demonoid whisper, new version after graphics overhaul

+ Show Spoiler +
baskerville December 18 2010 23:47. Posts 205 PM Profile Quote Edit #
updated op:
Knight to King 5, new version after graphics overhaul
http://www.teamliquid.net/mirror/smilies/random-big.gif
Koagel
Profile Joined October 2010
Austria167 Posts
December 21 2010 20:05 GMT
#43
Santa looks like a nice christmas map, from a solely visual viewpoint...

+ Show Spoiler +
And if you mean darkness, it's tenebrae.
baskerville
Profile Blog Joined April 2010
541 Posts
Last Edited: 2010-12-21 23:19:07
December 21 2010 20:17 GMT
#44
+ Show Spoiler +
tenebrae is a classy title isn't...? Guess the special feature made me think of it.
I named my map (per usual) after something I respect, ... I liked it without the e, because it means many tenebrae.
(+ Show Spoiler +
wiki
)
Thank you for posting.
http://www.teamliquid.net/mirror/smilies/random-big.gif
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
December 21 2010 20:26 GMT
#45
--- Nuked ---
Koagel
Profile Joined October 2010
Austria167 Posts
Last Edited: 2010-12-21 20:31:07
December 21 2010 20:27 GMT
#46
Interesting, my dictionary only showed the plural...

EDIT: Concerning polishing: you don't get better by repeating old mistakes, but by taking time to develop your skills. If you take time on the maps and try to let them look good, they will one day. If you just play around all the time, they won't. It is true that you'll learn by doing, but only if you try to.
FlaShFTW
Profile Blog Joined February 2010
United States10252 Posts
December 21 2010 21:29 GMT
#47
baskerville, i really like your imagination, and sense of approach to this map-making area. however, i strongly encourage you to make more standard maps. youll see that they get a better responce from them, and you can actually play games. your pathing places, weird base placements, and random items, only serve to confuse me, "do you want people to play on your maps???" isnt what this thread is for??? having maps people would actually play on??? but enough of this, just letting you know that people would like your maps more if they were maps that could actually be played on.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Antares777
Profile Joined June 2010
United States1971 Posts
December 21 2010 21:58 GMT
#48
On December 22 2010 05:26 Barrin wrote:
Not all polishing is done directly through the editor.


Um... would you by any chance know how to copy an image from idk outside the editor and then paste it onto a map, like a texture in a way? I've been trying to figure out how to do that for my holiday map, because drawing a Christmas tree or a snowman would be rather difficult using the terrain brushes.

That reminds me, does anyone know how to make a snow title set? What lighting and what title set would work best? I'm thinking Xil, but I don't know a clue about lighting.
baskerville
Profile Blog Joined April 2010
541 Posts
December 21 2010 22:25 GMT
#49
On December 22 2010 05:26 Barrin wrote:
Not all polishing is done directly through the editor.


Yes..? I concur, that's exactly why I publish and make them freely downloadable on tl or other... and test them myself extensively...or not.
http://www.teamliquid.net/mirror/smilies/random-big.gif
baskerville
Profile Blog Joined April 2010
541 Posts
December 21 2010 22:55 GMT
#50
On December 22 2010 06:29 FlaShFTW wrote:
baskerville, i really like your imagination, and sense of approach to this map-making area. however, i strongly encourage you to make more standard maps. youll see that they get a better responce from them, and you can actually play games. your pathing places, weird base placements, and random items, only serve to confuse me, "do you want people to play on your maps???" isnt what this thread is for??? having maps people would actually play on??? but enough of this, just letting you know that people would like your maps more if they were maps that could actually be played on.

Thank you.
Responses from whom, almost nobody posts on my thread...? Maybe people download..?

My idea of mapmaking, as hard as it seems to understand apparently, is that the map dictates the plays... agreed...? In my case, I dislike turtles or 200 one A attacks... I feel a difficult main is where the game should be at... I love the idea that you should spend 10/20 minutes on each tech "tier" ... (I could go on and on...) and I produce maps for that type of play...is that not obvious? I could try and churn out a map that would get blessings or what not? What would that make me ...? ahhh ... (for the life of me I can't come up with a wording on that one...) ...?
In any case I've busted open Galaxy and it's costing me already... so I'm miles away of Lighting or other high priority issues for me... soon I won't be "bothering" anyone if this "bugging" Galaxy carries on like this...

I thought showcasing maps of a very different nature would be a plus...for everyone. Apparently it's not ... and I should just post on the op without typing "added map blabla"" on the thread to bump... if people still check the thread cool, if people don't care... who cares...?
"random items" please elaborate? Destructibles??

Do I want my maps played, hell yes!
Possibly there are no players looking to play any of my maps, even then I foolishly thought that people would benefit from looking at what they inspire / aspire for...
Just to clarify, at anytime any of my maps could make someone happy (mapmaker feels less awkward, player feels he's got something OTHER ...you name it).

Thank you for your encouragements, and who knows? perhaps a future map I showcase will be discussed in the same fashion as others are on many a fine thread...

I'd rather hope that some of my maps have already been downloaded and played... Mayhap the large Blizz could tell us?
http://www.teamliquid.net/mirror/smilies/random-big.gif
baskerville
Profile Blog Joined April 2010
541 Posts
December 21 2010 23:01 GMT
#51
On December 22 2010 06:58 Antares777 wrote:
Show nested quote +
On December 22 2010 05:26 Barrin wrote:
Not all polishing is done directly through the editor.


Um... would you by any chance know how to copy an image from idk outside the editor and then paste it onto a map, like a texture in a way? I've been trying to figure out how to do that for my holiday map, because drawing a Christmas tree or a snowman would be rather difficult using the terrain brushes.

That reminds me, does anyone know how to make a snow title set? What lighting and what title set would work best? I'm thinking Xil, but I don't know a clue about lighting.


I don't get the quote??? Maybe you could level with me on that?
I have not yet tested said functionality yet... I love getting the hang of the brush on any software...sorry.
" I don't know a clue about lighting", like u said.
I've been playing so much at replacing texture that Galaxy has flat out started to bug...
http://www.teamliquid.net/mirror/smilies/random-big.gif
baskerville
Profile Blog Joined April 2010
541 Posts
Last Edited: 2010-12-21 23:21:49
December 21 2010 23:16 GMT
#52
On December 22 2010 05:27 Koagel wrote:
Interesting, my dictionary only showed the plural...

EDIT: Concerning polishing: you don't get better by repeating old mistakes, but by taking time to develop your skills. If you take time on the maps and try to let them look good, they will one day. If you just play around all the time, they won't. It is true that you'll learn by doing, but only if you try to.

When there is a flock of responses I take eons to answer all in disorder sorry for the delay and multi posts (equals bump shit) ...

why is there only one good way to do things again? Honestly some of my maps have gone every which way ... and I'm sure it's useful to branch out...

"develop your skills" "take your time" "will one day"..."play around" "only if you try to"...not sure being that guy amounts to anything useful...
You don't like what I do, find it uninteresting ugly useless... that I understand, however you're only telling me that I should place the axioms of my maps as if I thought (apparently) like you: that easy wallable mains are essential, second and third base should always be possible to turtle to... and on and on...
Again, my maps hinder nor hurt anyone's ability to map otherwise... I'm not preaching just making maps available. If players try them they will enjoy them ... or they won't, the point being that they exist and stand (alone in the dark apparently).

In short why so many frowns...?
http://www.teamliquid.net/mirror/smilies/random-big.gif
iGrok
Profile Blog Joined October 2010
United States5142 Posts
Last Edited: 2010-12-21 23:53:08
December 21 2010 23:49 GMT
#53
I've played a few of your maps, and the main feeling I get from them is that its just a little awkward. From a purely technical viewpoint, non-standard mains (8m2v, arranged to minimize travel time) make the game much more difficult to play. Creativity is great, and you're one of the most creative people on here, which is one of the reasons people don't bash your maps (another being that TL is an awesome place). Many people here don't have distinctive styles, but you certainly do.

You're still learning the editor - thats fine. So am I. And I get that you're focusing on one thing at a time, I did that as well. As I and Koagel have said, sticking to one map will really benefit you. If you were to start by creating completely 100% normal maps, and then from there changed them to fit you, I would expect your maps would receive a lot of attention.

Instead of making a different map to learn each section of the editor, go back over your old map. Start with just cliffs for example. Version 1. Add different terrain - V2. Add resources - V3. Blend terrain, add detailed terrain - V4. Test it out, change layout - V5. Add doodads - V6. Test it out again, change layout - V7. All on the same basic map, but now you have a much more polished map, even though you only focused on one thing at a time. We'll all be happy to give feedback at any point, and to test your map with you.

This thread was made 10 days ago, and it has 18 maps in it. I know a few were made before the post, but thats still roughly 1.5 maps per day. Most people take a week minimum just working on one map, myself included - and I don't even do much doodad work anymore! Part of being a mapper is patience, and getting the details down right. In Broodwar, mappers tested each tile of cliff to ensure balance. This isn't necessary yet, because the balance is somewhat up in the air, but a lot of attention is needed, and mostly time. Again, I'm always willing to give advice or try something out, just let me know.

Good luck, and I'm looking forward to your next map.

EDIT: One of the reasons your thread doesn't get so much discussion of your maps might be that there are so many so quickly
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
baskerville
Profile Blog Joined April 2010
541 Posts
Last Edited: 2010-12-31 00:49:25
December 22 2010 00:11 GMT
#54
Thank you iGrok, so do I. (Await all new maps and yours for sure). By the by I was serious about my future inability to do anything with Galaxy... plus I'm working on a mod so I indeed wanted lots of mileage quick with the editor and it's not going as well as w3 AofE or sc1 (which was sooooo easygoing)... heading for a complete reinstall, I don't even mind the cost of buying it again, just the principal bugs me.. you got any ideas about sc2 reinstall (for mac)?
As for your awkwardness playing my maps, I'd add another "buy a beer" type thanks for doing it...
ahhh internet is cool, but I'd need extra mojo to get that one done (delivering said "beer")... where and when to deliver it and whatnot ... anyway hope it wasn't disagreeable, cause gaming is suppose to be cool, I'd be really disturbed if my maps made people stop playing because it does not fit or some shit...
http://www.teamliquid.net/mirror/smilies/random-big.gif
Koagel
Profile Joined October 2010
Austria167 Posts
December 22 2010 04:14 GMT
#55
On December 22 2010 08:16 baskerville wrote:
Show nested quote +
On December 22 2010 05:27 Koagel wrote:
Interesting, my dictionary only showed the plural...

EDIT: Concerning polishing: you don't get better by repeating old mistakes, but by taking time to develop your skills. If you take time on the maps and try to let them look good, they will one day. If you just play around all the time, they won't. It is true that you'll learn by doing, but only if you try to.

When there is a flock of responses I take eons to answer all in disorder sorry for the delay and multi posts (equals bump shit) ...

why is there only one good way to do things again? Honestly some of my maps have gone every which way ... and I'm sure it's useful to branch out...

"develop your skills" "take your time" "will one day"..."play around" "only if you try to"...not sure being that guy amounts to anything useful...
You don't like what I do, find it uninteresting ugly useless... that I understand, however you're only telling me that I should place the axioms of my maps as if I thought (apparently) like you: that easy wallable mains are essential, second and third base should always be possible to turtle to... and on and on...
Again, my maps hinder nor hurt anyone's ability to map otherwise... I'm not preaching just making maps available. If players try them they will enjoy them ... or they won't, the point being that they exist and stand (alone in the dark apparently).

In short why so many frowns...?


Why do you think I'm talking about balance issues? I'm the graphics guy, I don't care if you make wallable mains.
And yeah, I'm pretty sure the most efficient way to get better is trying to get better. Even if you're good it will take time to create maps. Even more so, honestly. Don't rush it, try creating something nice instead of a bunch of mediocre things.
You don't need to to have mastered the tool to create good looks. I don't know squat about the editor, to be honest. And I don't know much about photoshop either and I've done my fair share of character texturing for mods, one of which turned retail. The tool is just the extension of your arm, or your mind maybe. No need to know every little bit about it, just the things you'll eventually use.
baskerville
Profile Blog Joined April 2010
541 Posts
Last Edited: 2010-12-31 00:52:49
December 22 2010 10:01 GMT
#56
"Why do you think I'm talking about balance issues?"
I meant you advertise for conventional layouts for gameplay, my mistake, I wouldn't have typecasted you... I never do anyone...
for the graphics I think it vital for me to get lighting and mood doodads (clouds and such) in before I can even start something else then sketches or experiments... and me practicing the terrain tool has prevented that but I'll get to it now (brrr actors for lighting brrr!)

Never mind my thread, what the hey... I think everyone's drawing board should be on all our map threads...
it's a good way to avoid sc2mapster type tutorials (which are great but not my particular cup of joe, I like breaking editors and starting neat from bottom to top, plus galaxy bugs a lot when you tinker with terrain height) ; that gets ideas and stuff in the open...
then again the internet in general is more of a : hide it until its too late and the sauce has gone sour... the effervescence of sc2 is nice, so showcasing playable sketches sounded a good idea to me... I guess I'll try it your way... for one map out of 20 that sounds about fair (in my line of work it's more like film/edit 2/4 hours to get 2 minutes right), that's if I get Galaxy to stop bugging hardcore...

EDIT:
+ Show Spoiler +
This map is sc2 balanced: Ash Temple
http://www.teamliquid.net/mirror/smilies/random-big.gif
baskerville
Profile Blog Joined April 2010
541 Posts
December 24 2010 00:11 GMT
#57
updated op
reformat (last map added is on top)
added first "balanced awaiting polish" map: Maelstrom Temple
enjoy
http://www.teamliquid.net/mirror/smilies/random-big.gif
iGrok
Profile Blog Joined October 2010
United States5142 Posts
December 24 2010 00:14 GMT
#58
Just glanced at your latest, have to run, but it looks great, I can tell its still your style. I'd be happy to work the lights
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
baskerville
Profile Blog Joined April 2010
541 Posts
December 24 2010 00:20 GMT
#59
you do get hints fast... it'll be my pleasure to see the result, per previous posts I'll be trying to get it to a "retail" quality first on my end
http://www.teamliquid.net/mirror/smilies/random-big.gif
Antares777
Profile Joined June 2010
United States1971 Posts
December 24 2010 01:17 GMT
#60
Maelstrom Temple seems to be a huge improvement from your other maps, but it isn't fully symmetrical and the high yield expansions have only one choke into them and seem rather easy to defend. You might want to rethink the middle and expansion layout. If you want the map to be symmetrical, make it symmetrical along one of the axises so that you can use the symmetry tool. It's so much easier.
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