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Sometimes, you want help with a map. Either you aren't sure where to go, or you're bad at one particular aspect of mapping (layout, terrain, doodads, balance, etc).
If you'd like some help, or want to collaborate, post here. If you'd like to offer to help or collaborate, also post here, and I'll post your name on the list.
Ask/offer collaboration if you want to share author credit. Ask/offer help for no author credit (A shout out in the description is nice though). Collaboration is much more in-depth than just help.
Offers: Help:
- Layout
- Balance
- iGrok
- monitor
- Barrin
- NullCurrent
- Terrain
- iGrok
- lowlypawn
- Koagel
- Johanaz
- lurkerbelow
- monitor
- NullCurrent
- Doodads
- Other
Collaboration:
- Layout
- Balance
- Terrain
- iGrok
- lowlypawn
- Koagel
- Johanaz
- WniO
- Zero.Tha.Hero
- Doodads
- Other
Requests: Just post here with an example image of your map and what you'd like help with 
Oh, I suppose a format would help out.
Hey, I'd love to (help/collaborate)! I'm pretty good at (creating a layout/balancing features/texturing terrain/working with doodads), just look at this map: (image)
I'd also really like (help with/to collaborate on my new map. I need someone who is good at (creating a layout/balancing features/texturing terrain/working with doodads). Thanks!
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I would definitely like to help make some top quality melee maps. My strength is texturing / doodads. So I guess put me down for "terrain" and "doodads". I don't have any finished SC2 maps at this time (hopefully soon) but here is some of my work from WC3 (screen shots included). Dragon River & Degradation Lowly Canyon
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On December 12 2010 18:22 lowlypawn wrote:I would definitely like to help make some top quality melee maps. My strength is texturing / doodads. So I guess put me down for "terrain" and "doodads". I don't have any finished SC2 maps at this time (hopefully soon) but here is some of my work from WC3 (screen shots included). Dragon River & DegradationLowly Canyon
Is it important to you that you are credited as a co-author?
EDIT: Nice maps btw.
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On December 12 2010 18:25 iGrok wrote:Show nested quote +On December 12 2010 18:22 lowlypawn wrote:I would definitely like to help make some top quality melee maps. My strength is texturing / doodads. So I guess put me down for "terrain" and "doodads". I don't have any finished SC2 maps at this time (hopefully soon) but here is some of my work from WC3 (screen shots included). Dragon River & DegradationLowly Canyon Is it important to you that you are credited as a co-author? EDIT: Nice maps btw.
It would be nice. If I spend 40+ hours texturing a map, yea I would like a little mention somewhere "textured by lowlypawn" or something like that, nothing more. If someone creates a fantastic layout they should get credit for the layout. I'm pretty sure most everyone would want credit for their hard work.
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Agreed. Update OP to explain difference between help and collaboration. Alright, well I need some doodad work on my latest map... I want to do it myself but I've got another idea already going. Care to work together?
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Wow, this is a pretty good thread.  I'm offering texturing and doodading of course, for earlier work look at collaborations with iGrok and EffectS, or at my own map Big S-Isle. I have also written some stuff on how I texture myself in the thread Good Map Textures by Peterblue.
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I can do terrain & doodads. I´m open to both helping and collaborating.
People always complement me on my texture work and doodading before they start throwing balancing and gameplay issues at me ;-)
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not really good at anything particular but can help with a little of everything (you can do the polishing)
just upload/or post a link to your map that you want edited also if you want a sc1 map remade (the terrain part) or you have bitmap layout or sketch that you want terrained then i can probably do that (you can polish)
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I'm down with collaborating, if someone has a good layout, i'm happy to help with the texturing. heres an example :+ Show Spoiler +
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Updated.
monitor, I put you under layout as well... tell me if that's wrong and you meant terrain painting by 'terrain'.
Also guys, feel free to request help too!
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I have come to request help. In particular, I would like help with terrain/texture and doodads. There doesn't seem to be a process yet for offers meeting requests, so I guess any of you terrain/doodad experts who would like to help me can pm me here or on bnet (I am pear.609).
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post a link to map or publish it unlocked (or someway to send it and i will check it out)
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I´d like some help with balance/layout.
I´m doing a smallish 1v1 map (114x117) and I´d like to get some insightful feedback before I start detailing too much.
Overview+ Show Spoiler +![[image loading]](http://imgur.com/rZsKm.jpg) Apart from the main choke leading to the natural, there are an additional 2 entrances to the main: classic blocked back door leading to the gold/4th, and then a wide super highway leading directly to your opponent, blocked by 2 pairs of destructibles. I know a lot of people resent main back doors, but I have placed high ground that helps you defend those destructibles. Obviously there are advantages for T as well as P with the cliffs, so I have designed the flow of main>nat>3rd with Z in mind. Nat hatch is so close to main that you only need 1 tumor to connect. That also goes for nat to 3rd. Then there is the low ground in between, that should be easy to hold and stage attacks from. Analyzer pics+ Show Spoiler +
/Edit: killed the mains back door near the gold. Posted a thread with my map Gas Chamber.
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@ Barrin is not equal on both sides, so i don't know what it will look like until you get in the minerals/gas and start texturing to show off the different towers...looks too complex and might not be taken as seriously as more easier to grasp maps...so take away a few of the ramps/towers or make them more united/uniform and equal for both sides (neermind...u are using hatcheries to show one half...so is equal but i think it is still maybe too complex) u should paintbucket textures for now to get a better idea of "end look" and that would probably help
@Johanaz seems to be very good map actually...maybe add more doodad/refinery type ambience...darker lighting...maybe widen lengthen the middle a little more and add a more complex sewer aqueducts area..maybe fight in the sludge water...maybe the middle could be a bridge that leads straight 2 enemy base...so techincailly there are 3 ramps to base which might be scary for some ppl...maybe get rid of the middle (natural) and make the side ramp base the natural, then a gold...seems like 2 much minerals in such a compact area for 1v1 (but i think it would be alright if u keep it how it is because it is very interesting map design)
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Hyrule19040 Posts
What you have here, friend, is the makings of a new map team.
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@Barrin: Double expo islands can only be taken by one person. Also, there aren't really any paths not watched by XWTs. I'd try trading the middle-est expo for paired expos where the XWTs are right now, and moving the XWTs to the two small square highgrounds, with a ramp. Also one at the bottom square hg would work.
@Johanaz: Soooo many backdoors into the main. They would be really cool on a natural, with a very protected main, but this design will open up the main to LOTs of pressure later on. I do like the 4gas expos. The problem is just that the main is the hardest base to defend.
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I guess I could sign up for a collab. I would say my strength is in layouts, or at least that's the part I enjoy the most.
Also, if there's a map that you particularly like in the WIP section of my map thread that you would like to do the texturing/doodads for, I might be willing to try that.
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It looks like this is for melee maps only. You should clarify this in the OP so people don't get confused and ask for help with other types of custom maps.
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Actually, I'd be willing to help with balance/layout/terrain on melee or UMS
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"I need terrain for an RPG I am making. You were the first post in the thread so I thought I would grab you.
The RPG is temporarily titled, "Rogue," and it involves player characters that only live once. There is one issue that needs to be addressed while terraining the the first "town." I zoomed in the camera to make my 256x256 map act exactly like a 1032x1032 map. So I need a terrainer who can pay meticulous attention to detail, and make the terrain look incredibly detailed, meticulous and _beautiful_.
If you take a look at my other works, all of them are in the top 14 of battle.net (Zillion Zerglings and Bunker Wars: Choices), you will see that my triggering skills are only rivaled by the experts of the Galaxy Editor. I expect the same from my dedicated terrainer. By dedicated, I mean you will only work on a very small portion of the map for maybe an hour or so. I will asks for portions at a time--you are free to decline any demands.
The first thing I need is just a beautifully designed town. I would like the setting to be as medieval as possible, I understand constraints though. The town can be oblong, circular, or rectangular. The town needs 3 things. First, it needs an item shop, this should just be a medium sized room with space on the floor for items. Second, it needs an arena--for dueling. Third, and lastly, it needs 4-6 small homes.
The requirements are very loose, if you need to change something to make it more beautiful, please do so. If you need doodads or units shrank down--but you don't know how. I can do this and will show you.
I expect this project to be successful battle.net. And I will award more credit than is do.
Let me know if you are interested, I can send you the blank map."
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I need collaboration on a map of mine (THIS) for the terrain and the doodads. I have also other layouts planned if you would like to collaborate on more maps. Just PM me or send me an e-mail at lemire.yanic@gmail.com
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![[image loading]](http://imgur.com/otqjG.jpg)
![[image loading]](http://imgur.com/z2jU2.jpg)
for Rogue Rpg, made a basic town with inn and tried to clone a keep from wowcraft...what you think? will try to make it smaller more compact but smallest wall ramp can only be a certain size building with 3 zealots is auction house inn might be made smaller
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On December 19 2010 13:11 Koagel wrote:I tried to recreate a medieval setting too xD + Show Spoiler + that looks fantastic
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@Koagel
looks good, r those wc3 doodads?
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@Barrin: this is more about creation than testing 
and @Koadgel: Holy shit. That's hottt.
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Lurker, that looks like some pretty sweet stuff. I love those down ramp structures!
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well my city takes up 1/3 of the map so i'm worried unless you can shrink the texture cliffs somehow then the map will be kinda lame (i keep spamming blizz to give us 512 maps)
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On December 20 2010 10:31 lurkerbelow wrote: @Koagel
looks good, r those wc3 doodads? Nope, everything from SC2. Creative doodad usage ftw! :D
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@lurker replace half of those cliff level changes with building doodads and that town could be quite awesome
as an aside, im willing to help with anything, but im not sure i have any qualifications to be doing so
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map editor - make mountains, rivers, towns...anything not used could be used as design for later rpgs or maybe in melee maps (ideas are really hardest thing to come by) data editor - make heroes, units, special abilities (practice coding special abilities that haven't been thought up yet like scorpion grappling hook or subzero freeze blast or meteor storm or whatever) think up good monsters/monster boss battles triggers - monster boss battles, traps/treasure chests, other encounters photoshop - make custom textures (probably need some interior floor, red royal carpet, wood panels for buildings) 3dmax - make custom models (protoss needs some new units or wowlike models...torches, columns medieval ambience (i actually wanna keep the stone walls but could use a "straw roof doodad" to put on top notepad - write up npcs (shopkeepers, quest givers), items, storyline, quests
or just keep posting "your feedback" help mapmakers think about perfecting their work a little more
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Does anyone want to help me work on some of Starlight Breaker's textures? I don't want any of the features that affect gameplay to be changed but someone who could work with textures and corresponding doodads would be helpful. I don't mind if you completely remake the textures from scratch, just keep the gameplay on it (and the beams at the sides of the map) the same.
Koagel I'm looking at you. But if someone else wants to, show me some of your work and I could give you a try (sorry I'm picky. It's an iCCup map so I have to be careful)
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@Barrin: Please repost the overview with the different levels painted different textures :/. Makes it much easier to see.
From what I can tell, it looks rather choke-y, and there're ramps everywhere. Too many straight lines unless this is going to end up and urban
@neobowman: I'd be happy to do texture work, and some minor doodading. I'm not Koagel, but I'm not terrible texture-wise
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On December 24 2010 11:14 neobowman wrote: Does anyone want to help me work on some of Starlight Breaker's textures? I don't want any of the features that affect gameplay to be changed but someone who could work with textures and corresponding doodads would be helpful. I don't mind if you completely remake the textures from scratch, just keep the gameplay on it (and the beams at the sides of the map) the same.
Koagel I'm looking at you. But if someone else wants to, show me some of your work and I could give you a try (sorry I'm picky. It's an iCCup map so I have to be careful) Woohoo! Every chance to get my work to the masses is appreciated. I'll finish a map for iGrok tomorrow, then I'll do a map for EffectS, but with the tileset I have in mind for it it shouldn't take me more than 1-2 days. After this I'm all yours if you can wait that long.
Starlight breaker looks nice, but if I'll do it I'd get rid of these Shakuras hextiles. Working with them makes me aggressive, I'm not going through that again, lol.
Btw, your name reminds me of parasite eve 2.
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You can really condense that into something smaller & better.
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There's so much space between expansions, you could compress it. Whats the map size?
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On December 26 2010 07:51 Barrin wrote:Show nested quote +@Barrin: Please repost the overview with the different levels painted different textures :/. Makes it much easier to see.
From what I can tell, it looks rather choke-y, and there're ramps everywhere. Too many straight lines unless this is going to end up and urban Reposting with rough textures to show areas. I see what u meant about too much choking I considered it some and this is what I came up with. I think I like it a lot more now tbh. Oh and don't worry about straight lines that'll change  This is just the basic idea.
I am looking for help with l ayout and balance please. + Show Spoiler +Same as before: just looking for things I should look out for. A 2 player map with 16 bases is simply too many. The map has a lot of wasted space and is simply too big. If you were to cut out 6 to 8 bases, and compress the map so a lot of the paths were narrower and the whole map more compact in general you might be on the right track. I'd do away with the Islands and the corner expansions since they're so tucked away the only way they're getting attacked is with something like a drop, and by the time you have any hope to defend the expansion is completely dead.
I'll give a few tips to you personally as it seems to be sort of a recurring theme amongst your maps that I've seen recently: One of the hardest things to do in the editor is to properly estimate scale. Things in the editor seem a lot smaller than they actually are in-game. This is a bit of a double-edged sword though, you have to be careful not to overestimate and make the map too small 8)
The other thing that I wanted to mention is the simplicity of your maps. This map's expansion path is simply too complex and a lot of your maps seem like they've got a lot of really fantastic ideas, but they're being masked by the fact that you're trying to blend them all into a single map. Save some for later! If you work around the constraint that a 2 player map should have no less than 8 maps and no more than 10 (12 is sometimes okay but your design really has to work with it).
I hope this helps 8)
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Updated the front page to reflect how this thread is used 
EDIT (to prevent double post):
I'm starting a new UMS project, and I need someone who is comfortable with the data editor. You should be able to create new units and spells, add custom models. I'll be helping to do all this, but its too huge for me to do by my self.
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I look forward to seeing the smaller version 8)
I'm actually coming here for a bit of assistance this time! I need help testing the map to anwer one very simple question: Does the rotational symmetry of this map combined with it's features create the necessity to force cross positions? (ie: Do cross positions generate a better enough experience to merit negating horizontal and vertical positions, or does leaving it make the map interesting in that one player has to expand away for a third). I'm not looking to discuss the layout, just to answer that one question (but if you show me replays of something else being fundamentally broken I'll be sure to check it out, as usual.)
Here's the map ~~~~
+ Show Spoiler +Neo Enigma BETA - Shrank down! Less open! Still a big macro map! :D! I'd post a bigger pic, but my "export map image" button doesn't want to render terrain anymore (yes, I have the box checked.) - If you know why this is please please please tell me! NOTE: Black texturing is unpathable. The lowground center is unbuildable (checkerboarded for creep tumors). ![[image loading]](http://imgur.com/5DkVD.jpg) Search Neo Enigma BETA to play and then tell me what you think! (Only up on US.) Right now, I'm leaning towards not changing it as it creates some tension based on the spawns without completely shafting the player who's worse off out of an expansion. If testing proves this to not be the case then I will force cross positions only. Thanks in advance~
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Arg, You're going to make me stay awake and play this. I'll play a couple times and post my reactions in the morning
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On December 27 2010 16:53 Barrin wrote:...Hey that looks like Enigma!!! ...Oh!  Just like Enigma, I think close positions here are just fine (Actually that 4th is a little funky... in ZvT if the Z spawns clockwise close position then when the T takes the 4th he can too easily siege Z's 3rd). But if you were to force cross positions, is there really any point in having 4 spawning positions? Perhaps this is not one of them, but in most such cases I would expect that having just 2 spawning locations would make more sense. The point is that the highground third harasses the lowground third (specifically the gas) without interfering with the center, and still leaves your natural entrance wide open to be punished if you overcommit.
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Hey, I was wondering if anyone who is good at lighting could help me with lighting on my map Relic. I tried fooling around with it on another map, but it didn't turn out the way that I wanted it to. + Show Spoiler +
If anyone would be kind enough to help that would be great!
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Yeah sure, email igrok.motm@gmail.com
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ProdiG- I haven't played any games on it as of yet but my first impression is that imbalance of spawning clockwise especially against a T or P would be very annoying. It's not terrible as it's preferable to expand away from you opponent anyways but i don't think i would ever want to take that 3rd which is just kind of a shitty feeling for that player.
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If you're thinking about forcing cross positions, I don't understand why you don't just redesign the map as a 2-player map. Whether the players spawn at 12v6 or 3v9 is pretty irrelevant and nothing but a novelty.
On December 27 2010 16:42 prodiG wrote: I'm leaning towards not changing it as it creates some tension based on the spawns without completely shafting the player who's worse off out of an expansion... So positional imbalances are OK as long as they don't completely shaft one of the players? Seems like a bad approach to me.
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On December 28 2010 23:26 iGrok wrote: Yeah sure, email igrok.motm@gmail.com
Thanks a bunch man, I just the email.
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Hi guys, I'm trying make an unconventional 3 player map. And I need alot of help with balancing at this point. Cause it's "unconventional" I made the whole map from scratch, so without mirroring or turning any parts of the map. This was very hard for me cause I'm trying to make it a competitive map but it's near impossible to make all the bases equal in size. I think I did somewhat of a good job so far on the main bases, but the positioning on the natural & third could improve I guess? Also the shape of the main can be a problem at some bases I figure.
Anywho, I'll post top-down view + analyzer?
Top-down: + Show Spoiler +
Analyzer: + Show Spoiler +
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I would like to participate in collaborative mapping efforts, working in the areas of map layout, terrain, and balance. My head is filled with creative geometry, however my biggest obstacle is the more artistic aspect of mapping. On that note, I would be willing to credit a graphic guru for some assistance on the aesthetics of my new map Midgard.
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Hello modders, I would like to offer my services as an Audio man for your maps. I'm also interested in artistic environment if someone needs some people for that. I know some basic 3d MAX stuff.
I'll in the future upload some of my work on youtube for a showcase of what music I've made.
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@Cave - making me make a custom section for you, eh? Alright... :p
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I have a map idea that I have never seen before. Its been 3-4 years that I wanted this map created based off of top skill requirement. I have told my friends about it and they cant wait to play it.
I can't make maps tho. I need the triggers all set (Its pretty simple). I have 2 people in the top 20 NA who can help balance it. Please someone PM me and add your name to this amazing idea!
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dezi
Germany1536 Posts
On December 30 2010 18:07 Barrin wrote:![[image loading]](http://imgur.com/CeUQP.jpg) I would remove the gap between the gas and the ramp to the main and also add some more space behind the nat (to make defending air harass easier). Maybe also increase the space behind the 4ths (thos expos on low ground).
I also think there are enough flanking opportunities for zerg when controlling the mid - so you don't need more open space in my opinion.
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Need help with doodads and decals --
Id like to have a chat with someone about doodads and decals. Need some tips n tricks , specially with decals , how they work and how to make the best of it. Its where im lacking most I feel.
also
/bump
also
why isnt this thread sticky
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"why isnt this thread sticky" +1 (even though i think "sticked threads count" should remain low)
+ Show Spoiler +i'm always up to "help" any mapmaker if i can
edit2: Barrin and the doodads,: the real test issue is
"can you attack the doodad from the proper pathing (ie: the one u decided to have) ?
ranged units are not really a problem, but melee attack is a bitch.. you have to test it to avoid (or specifically implement) the "can't reach/attack" the doodad from any direction by a melee attack" result...
that is always the issue since that's what the "destructible doodads" are there for (further "closing up" within narrow pathways.. height / cliff differentials and of course ramps and bridges
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Hi,
After some worrying and redrawing of concepts (I wanted the possibility to always expand both towards and from your enemy) I finally managed to come up with some general ideas which I thought would fit nicely together. The result is something which seems to be a mix between Metalopolis, Scrap Station and Xel'naga Caverns. Not sure if that is a good thing though.
So I'm looking for help with layout & balance:
+ Show Spoiler [Analyzer overview] + + Show Spoiler [Rush distances] +Close: 112 Mid: 116 Cross: 150
I'm concerned that...
- ... the back door between naturals is a bad idea.
- ... the close and mid distances are too short.
- ... the cross distance is too far.
- ... the semi islands are bad.
- ... the middle is too unoriginal (somewhat copy from Metalopolis.
Note that the highground next to the natural will be unpathable, so drops won't work there. Also, I want to have LoS blockers, but not sure to where to place them yet, so suggestions welcome.
Hope you can help, I'd like to have a better balance score in the next MotM, at least!
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maybe i could help you with some suggestions on layout
+ Show Spoiler +On January 14 2011 23:29 NullCurrent wrote:- ... the back door between naturals is a bad idea.
I do not think that a backdoor between naturals always is a bad idea. what you did here is very strange, because the backdoor leads far into the natural, partly because of the strange position of the natural, which is behind the main's ramp. normally attackers have to move through the natural up to the ramp. here there is the normal entry point(main choke of natural far away from natural's minerals, but close to ramp, which already might be bad, but things become even more difficult, because the choke ios at the other end of the natural. i hope i made it clear enough, but there is a real problem of positioning vs early attacks when in close position. on the other hand, the backdoor is an unbelievable long choke and not very intuitiv to use unless in close position. when you would do a time push early on trying to get through all these DRs you are hopelessly out of position back their when the attack is going wrong. somehow it does not look very attractive. i have a suggestion, but i will cover another point first... On January 14 2011 23:29 NullCurrent wrote:- ... the close and mid distances are too short.
- ... the semi islands are bad.
first thing is you should have your ramp moved a bit away from main choke (infront of natural). at the 6oclock position i would move the ramp 90° clockwise and change the outline of the main a bit, to make all distances a bit longer. this changes the close position more in relation to the cross-position. also i would rotate the natural's minerals, sothat they face the entry point of the backdoor. --- wait, what? facing the backdoor? well only the current version's backdoor. i would actually move it 'in front' of the island. or you rather delete the backdoor and use the islands rocks as a backdoor. then you out a ramp at the current position of the watchtower and bend the island's cliff-corners out. by that you further elnarge the lose distance rush distance and produce a backdoor that really has some shortcut character. i think the ramp is usefull to only have to break one DR instead of two. you should also get rid of the second entrance into the main, I think. you could make this by enlarging the main in this direction. then you have to control the area infront of the semi-island map, instead of standing in your natural to defend against backdoor attacks. On January 14 2011 23:29 NullCurrent wrote:- ... the cross distance is too far.
- ... the middle is too unoriginal (somewhat copy from Metalopolis.
to change these two thinks i would suggest to get rid of central HY expansions and bring the two halfs of the map closer together. also i would make a pyramid like structure/highround into the centre that helps to take map control and counter this with the watchtowers (NW and SE of this 1-cliff plattform). get rid of island-watchtowers. make third expansions bigger! and extend towards centre (now xelnaga near gold)
that's what i would do, hope you find some points interesting. ask if anything is unclear,+ Show Spoiler + it was a long day at work 
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Null, are those rush distances main 2 main or nat 2 nat?
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On January 15 2011 02:54 iGrok wrote: Null, are those rush distances main 2 main or nat 2 nat? Main to main, so they might be a bit short :/
I'm currently considering Samro255am's post, so it might take a while until I have a proper reply  But go ahead, more constructive critique is always good
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Yeah, thats a bit short. Nat to nat is really what you want to look at, and have it be between 100 and 150
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On January 15 2011 02:30 Samro225am wrote:maybe i could help you with some suggestions on layout+ Show Spoiler +On January 14 2011 23:29 NullCurrent wrote:- ... the back door between naturals is a bad idea.
I do not think that a backdoor between naturals always is a bad idea. what you did here is very strange, because the backdoor leads far into the natural, partly because of the strange position of the natural, which is behind the main's ramp. normally attackers have to move through the natural up to the ramp. here there is the normal entry point(main choke of natural far away from natural's minerals, but close to ramp, which already might be bad, but things become even more difficult, because the choke ios at the other end of the natural. i hope i made it clear enough, but there is a real problem of positioning vs early attacks when in close position. on the other hand, the backdoor is an unbelievable long choke and not very intuitiv to use unless in close position. when you would do a time push early on trying to get through all these DRs you are hopelessly out of position back their when the attack is going wrong. somehow it does not look very attractive. i have a suggestion, but i will cover another point first... On January 14 2011 23:29 NullCurrent wrote:- ... the close and mid distances are too short.
- ... the semi islands are bad.
first thing is you should have your ramp moved a bit away from main choke (infront of natural). at the 6oclock position i would move the ramp 90° clockwise and change the outline of the main a bit, to make all distances a bit longer. this changes the close position more in relation to the cross-position. also i would rotate the natural's minerals, sothat they face the entry point of the backdoor. --- wait, what? facing the backdoor? well only the current version's backdoor. i would actually move it 'in front' of the island. or you rather delete the backdoor and use the islands rocks as a backdoor. then you out a ramp at the current position of the watchtower and bend the island's cliff-corners out. by that you further elnarge the lose distance rush distance and produce a backdoor that really has some shortcut character. i think the ramp is usefull to only have to break one DR instead of two. you should also get rid of the second entrance into the main, I think. you could make this by enlarging the main in this direction. then you have to control the area infront of the semi-island map, instead of standing in your natural to defend against backdoor attacks. On January 14 2011 23:29 NullCurrent wrote:- ... the cross distance is too far.
- ... the middle is too unoriginal (somewhat copy from Metalopolis.
to change these two thinks i would suggest to get rid of central HY expansions and bring the two halfs of the map closer together. also i would make a pyramid like structure/highround into the centre that helps to take map control and counter this with the watchtowers (NW and SE of this 1-cliff plattform). get rid of island-watchtowers. make third expansions bigger! and extend towards centre (now xelnaga near gold) that's what i would do, hope you find some points interesting. ask if anything is unclear, + Show Spoiler + it was a long day at work 
Thanks a lot! Now I "just" have to remake most of my map  But it is ok, the backdoor was an experiment, which I thought might work well at first, but now I think it is only ok when not on close spawns (and as you said, the narrow path is kinda awkward). And the center was not something I was happy about, but the current layout around it, well, "asked for it" :/
Currently I'm trying to implement the half island in another way to make that the backdoor and also to make the nat to nat rush distance longer. I'll also increase the size of the thirds for rush distance between 9 oclock to 6 oclock. Do you think I should use rocks there too to make the early game rush distance longer (just as with the half-island)?
On January 15 2011 03:02 iGrok wrote: Yeah, thats a bit short. Nat to nat is really what you want to look at, and have it be between 100 and 150
Good to know, didn't really think about the natural to natural distance, currently moving stuff to increase that.
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unsure about too many rocks... try to get rush distances ok by moving third, main, nat.
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On January 15 2011 03:41 Samro225am wrote: unsure about too many rocks... try to get rush distances ok by moving third, main, nat.
Hmm... moving third, main and nat, that is pretty much the whole map  Well, I'm trying to avoid using too many rocks, so after I try a few things, I'll upload a new analyzer picture. So let's hope that one will be better
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So, I shrank the map a tiny bit along the diagonal, moved the chokes, remade the semi islands and removed the backdoor path. Completely redid middle (which opened up the thirds a lot).
Still not sure if it is good :/ What I'm unsure about is the middle and the watchtower placement.
+ Show Spoiler [Analyzer summary] + + Show Spoiler [Rush distances] +Nat to nat: short: 108 mid: 121 cross: 138
main to main: short: 136 mid: 141 cross: 166
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This may sound elitist, but I'm a product designer so I could offer great advice on aesthetics (color theory, name, layout, etc). I don't even have SC2 yet though.
I love the idea of this thread, though. I see it as a great place to discuss new map ideas.
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That looks really cool. My next concern is about open space and scouting.
In my mind I'm rotating your map 45° clockwise, so try to follow me with that in mind.
I think you should try changing the top and bottom XWTs. Switch them and the ramp that leads to them, so the ramp leads directly from the middle third. This will let you remove the middle two towers, which you don't need anyways and are just clogging the middle. There are a lot of choked up areas on this map.
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So, after sitting and looking at the the layout for some time I decided that the general ideas were quite good, but the current implementation was too plain and boring (not enough cliff variations, and "chokes" which does not serve a particular purpose).
This made me start the editor with an empty map and try to recreate what I thought was good. And that resulted in this:
+ Show Spoiler [Analyzer summary] +Blue lines are LOS blockers ![[image loading]](http://i.imgur.com/0PY7O.jpg) + Show Spoiler [Rush distances] +Natural to natural: Short: 94.5 Mid: 102.2 (not counting rocks) Long: 119
Main to main: Short: 140 Mid: 155 (not counting backdoor) Long: 173
The primary questions I have are:
- Is this an improvement over the earlier version?
- Is the natural ok? (I've made sure that siege tanks cannot hit it from the other side of the unpathable terrain, or the rocks)
- Are the islands something I should keep?
Of course, if you find anything else to comment on, please do
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thats cool. I like it.
I'm not sure you need the islands, but theres nothing wrong with having them. You might make them a tiny bit bigger though
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so much empry space in the corners between mains. no need for islands. you can use the space much better with islands between mains. and fourth a bit to outside.
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On January 16 2011 10:08 Samro225am wrote: so much empry space in the corners between mains. no need for islands. you can use the space much better with islands between mains. and fourth a bit to outside.
What do you mean with "and fourth a bit to outside"? Also, if I move the islands, wouldn't that make them easy to fast expand to as terran?
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sorry for being unclear. I think there is no real need for islands. if you really want to have islands I would put them between mains, because then you can further compress the overall size and there is less empty space. you can block the islands with DRs. as the islands are then out of the corners you can use the now available space to make the fourths a bit bigger. also the entry next to the XNWT can need some bigger openings.
my impression is, that you do not need islands at all. also i do not like the positioning of the XNWT. kind of afraif of terran siege tank spam here.
my suggestion is 1. to delete the islands / move fourth a bit to SW/NE corners 2. move the area behind thirds (where there is a pair of LoSB fields) a bit to the outside, too, make spave bigger AND add ramp between natural and third (going down, leading out) and up again into the bigger third AND rotate XNWT 90° so that they help attack/defend thirds and space in centre is more open. you might have to enlarge hole a little bit. 3. you could add a HY in centre if you feel you need one more expansion instead of islands
fear my mad paint skills! + Show Spoiler +
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So, I've tried a few things with the map, and I've ended up with two alternatives for the middle. Not sure which one I should pick, as both has their merits.
So what I have here is essentially two versions of the middle, one in the top left and the other in bottom right (symmetry line goes through the watchtowers):
Editor Screenshot
I am not sure which one to pick:
The gold makes for additional paths but decreases the importance of the watchtowers and also the size of the natural choke. It also makes it easy for terrans to bunker up with siege tanks on the gold, which can be horrible when spawning on the same side of the watchtowers (not sure if the backdoor to the natural compensates for this this though).
The other variant is more standard, the big ramp makes it hard to hold, but the watchtowers cover this (except for lines of zerglings/marines/stalkers) which makes it a bit easier to hold but requires moving your army from your comfort zone). (I will have a hole in the middle to decrease open space between the ramps if this variant is used.)
What do you think?
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blue one. looks nicer
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dezi
Germany1536 Posts
Yap, top left version looks better
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Hey guys,
So I started this map nearly 3 weeks ago but I haven't touched it for nearly 2, as I can't quite decide what I want to do with the centre of the map.
Here's two (of many) versions. I'm curious which you think is the better of the two, or if you have a completely different idea or a suggestion regarding a different part of the map I'd love to hear it.
+ Show Spoiler [Version 1] + + Show Spoiler [Version 2] + Personally, I think version 2 is superior. But I've spent so much time thinking about it, I'm not even sure what to think anymore.
Also, another quick question... Let's say you started work on a jungle map a few weeks ago, and since then a flood of jungle maps had been released. Would you be tempted to change the texture set for the sake of making the map stand out? Even if you were confident you could make your jungle map look nicer than most if not all of the others?
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On January 25 2011 22:32 funcmode wrote: Also, another quick question... Let's say you started work on a jungle map a few weeks ago, and since then a flood of jungle maps had been released. Would you be tempted to change the texture set for the sake of making the map stand out? Even if you were confident you could make your jungle map look nicer than most if not all of the others?
Definitely go for the texture set you feel most comfortable with in my opinion, especially if you are so confident about making it look nicer than all the others 
Also the normal base on the high ground and the high yield harrassable from the cliff seems way more intuitive , so I would go for version 2.
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i'ld like people view on this edited version of blizzards Elysium, i changed it so it was easier to render for my freinds crap pc and realised that it was basically only the doodad that was causing the issue rest can be pritty :D
+ Show Spoiler +![[image loading]](http://img256.imageshack.us/img256/5505/seanvsalexvsgeorge22bas.png) the map has extra bases easier to defend nat, extensiveley tested, LOW res, the more, main base has 8 patches, nat 7, 3rd is highley constested gold (pritty darn hard to mine from) the other gold is 10patches but only at 500minerals (massive income booste but is depeated quickley, nice for timed pushes), goes for gameplay that each base has advatange/disavnatge for taking
currentley called ; seanvsalexvsgeroge2 as i want to play test it before actally thinking about realising as elysium2 or something unigative
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@funcmode: version 2 ist more interestin with more open and demanding gold expansion and more elegant 'third'. questions: 1.can the nat be siegetankked from the fourth-cliff? 2.when you playtested, how was the gold attacked? just wondring because there is this small opening at the front. mabe you want to rotate the small cliff and close the gap and by that also open gold more to centre.
looks like a very solid layout!
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On January 25 2011 22:45 Ragoo wrote:Show nested quote +On January 25 2011 22:32 funcmode wrote: Also, another quick question... Let's say you started work on a jungle map a few weeks ago, and since then a flood of jungle maps had been released. Would you be tempted to change the texture set for the sake of making the map stand out? Even if you were confident you could make your jungle map look nicer than most if not all of the others? Definitely go for the texture set you feel most comfortable with in my opinion, especially if you are so confident about making it look nicer than all the others  Also the normal base on the high ground and the high yield harrassable from the cliff seems way more intuitive , so I would go for version 2. Well it's not a matter of comfort. I've purposefully stayed away from the jungle tilesets up till now as a matter of principle because I find they're the easiest to use, so I wanted to challenge myself. Then I finally decide, hey, I'll make a jungle map, and about 20 others show up simultaneously. That's life I guess
On January 25 2011 23:33 Samro225am wrote: @funcmode: version 2 ist more interestin with more open and demanding gold expansion and more elegant 'third'. questions: 1.can the nat be siegetankked from the fourth-cliff? 2.when you playtested, how was the gold attacked? just wondring because there is this small opening at the front. mabe you want to rotate the small cliff and close the gap and by that also open gold more to centre.
looks like a very solid layout! 1. It can. But the nearby rocks can be destroyed to allow access to that area (and then the true third expo). The distance to that area from the other base means zergs can in most circumstances kill the rocks before it becomes a problem.
2. The gold is really what irked me about the middle so much to begin with. As it is in V2, the small gap isn't really big enough to mount a full-on attack(though it's doable), it's better for things like hellions which makes it feel really cheap. Actually fighting big battles through it just feels awkward.
Right now I'm thinking of closing it off a bit more, leaving a tiny gap for harass only. Or I could close it off entirely, I'm not really sure. Thoughts?
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I have a question about a map i'm making, 1v1 melee map called Bel'Shir Walkway.
It concerns with the blocked off naturals at each main base.
http://i227.photobucket.com/albums/dd199/GameWorlds/bwv33.jpg
Why it is the way it is:
1) It isn't Jungle Basin or Blistering Sands. It offers two doors to get into the main, allowing players (if properly scouting) to reinforce himself. It also allows additional attack paths that don't get involved with Xel'naga Watch Towers.
2) It gives players a choice to take that base as a 3rd. They know the risks involved with it. If they complain that they always lose that third to hit-and-run tactics, then they didn't utilize the proper static defenses to take care of it. While the natural poses its threat, the narrow choke point leading into the blocked natural can prove useful for terran and protoss.
3) While terran proxy might happen (happened to me once already while i was zerg), we realize that zerg tends to send their overlords to that base, and protoss observers are cheaper so toss players are getting more observers. Terran will scan either way. These methods of common-sense scouting would most likely catch that proxy in a reasonable time for any player to react to it.
Anyway, what do you think? I think the blocked off natural is fair for both players. It gives them a choice, and it offers two back doors to ensure a little more safety for players such as T/P.
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@funcmode (question 2 ):
I say go for a different texture set. We´ve seen enough earth-like pretty maps. You have the skills to come up with a unique look. If you mess around with different cliffs, textures & doodads you can create a tileset we haven´t seen before. I´d like to see that.
Suggestions:
1. Shakuras Plateau: + Show Spoiler +2. Custom (Port Zion/Char swamp style): + Show Spoiler +
@ everybody: I too am working on a layout, and I´d like some balance/gameplay advice:
Analyzer summary: + Show Spoiler +Rush distances:+ Show Spoiler + I´m looking for trouble areas where it´s too cramped for Zerg. I have put a bunch of bases close together so an un-harasses Zerg can get to 6 bases really fast. This should be balanced out by the general narrowness without becoming too annoying for ZvP. Also ideas for LoS blockers and destructibles are welcome.
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I would love to offer some collaboration. My primary interest lies in Layout. I rather lack the attention span for doodads. Terrain would be secondary.
I would also like some help on a map that has yet to be approved for testing.
Image + Show Spoiler +
I created it with the very popular idea from XNC, namely being the opportunity for a meaningful decision between which 3rd to take. What I don't like is how there are only 2 major attack paths, the open area in the mid feels a bit too large. I'm wondering if there is a clever way to open it up yet leave the overall feeling intact.
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On January 26 2011 05:12 Doz wrote:+ Show Spoiler +I would love to offer some collaboration. My primary interest lies in Layout. I rather lack the attention span for doodads. Terrain would be secondary. I would also like some help on a map that has yet to be approved for testing. Image + Show Spoiler +I created it with the very popular idea from XNC, namely being the opportunity for a meaningful decision between which 3rd to take. What I don't like is how there are only 2 major attack paths, the open area in the mid feels a bit too large. I'm wondering if there is a clever way to open it up yet leave the overall feeling intact.
I think it reminds people of Scrap Station because of the big A-shaped layout. I think the layout would be better if you shrink the map and maybe fill in some of the big gaps in the center. Also, as someone suggested, 3 gold bases might be too many for a 1v1 map. You could elevate everything 1 level and thus free up an extra level for low ground in the current empty spaces.
Edit: example pic: + Show Spoiler +
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@Johanaz: You map seems pretty good, but there are two things that stand out as far as changes go.
#1, this map is very choked up. Most areas could use being wider, but then you'll run into the problem of the natural being too open. there's a couple ways to fix that, just play with it.
#2, there're a lot of neutral bases. I don't feel strongly about macro on here.
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What about my post? =( tear
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You have a map thread. You don't need to also post here
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Too many golds. Remember that almost all 3-base maps are going to be played 1v1. 6 golds on a 1v1 map is a Lot.
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Hey guys, I've got a question for you. I've been working on a new map, and I really like most things I've done with it, but theres one teensy layout issue that I can't decide on.
![[image loading]](http://imgur.com/bRw70.jpg)
On the left is the current way, thats been tested a lot. The issue is backdoor to front door time for attacker vs. defender. The right side is how I want to change the map, but the issue there is will it create too much of an open space in the center :/.
Which do you like more?
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left side as it gives defender advatange with the backdoor rocks, perhaps do a 50:50 of the 2
like dat? just an idea
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EDIT: new pic =D Collaboration: Alright i know this thread is based mostly on melee maps, but i really would love help with a custom map im working on. I need someone who is great with triggers and events. My idea for the map is basically a new take on the nazi zombies from what treyarch has produced. Heres a screen of what the map looks like so far.
![[image loading]](http://imgur.com/rGwgE.jpg) If you or someone you know would like to help me make this let me know here or in a PM. If you would like me to go into more detail on what i want accomplished just hit me up.
Depending on how much triggering there is involved im going to assume the credits will be in your name mostly, with original idea and details by me. Im planning on getting the layout done before the week ends. Im very committed to this project and will be the main tester for whoever is doing the triggers. I also have a few friends that can help. thanks. And if any of you want to help or give ideas for this and i like them i will put your name in the credits. thanks yo!
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Interesting thread, I really like this. I may sign up for Collaboration on Terraining and Doodads. So don't put me up yet! :p I will put up some stuff to show if I decide to sign up for it.
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Added a new pic a few comments up. PLEASE i need someones help for this map
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@WniO: No idea if I have the time to help with the coding as I'm currently attending university. And the only experience I have with the map editor is melee map making, nothing with triggers. Although I worked a bit with that on Warcraft 3, I'm not so experienced with it.
But I'm a programmer, so I will be able to learn it quickly, if I have the time.
@iGrok: Add me on the help sections for layout, balance and terrain. I want to give something back to this thread
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Made this concept, I might try and make it for MotM #2. Tried to make it already, but had alot of difficulties with some of the placement so decided to make it in paint first. Still don't know what to do with the center. Btw, the little circles are destructable rocks. Tell me what you think please!
![[image loading]](http://imgur.com/w79IW.jpg) ---- Some guy named EunByuL left this at my personal concept page (da link) though i'd help him out. LOL. ----
Imo, the main looks way too small and I can't figure out where the ramps (?) are really. Maybe supply a better picture? :D
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i think it looks reasonable and readable :D
1,2,3 and 4 are the mains. I I and I I should be the ramps.
nat choke looks good. centre looks too open and boring. corner expansions should have DRs in the space of potential cc to deny Terran fly-ins. chokes are to long/narrow.
the layout showcases well why rotational symmetry can produce positional imbalances (distance third to nat)
suggestion: move third more towards centre and get rif of ramps from nat to DRs
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Require some feedback on my latest update: here
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Got a map that needs feedback. Also it's my first map that didn't get scraped due to retarded layout. Got two versions of the map and need help with deciding which version I should use.
Version 1 + Show Spoiler + Version 2 + Show Spoiler +
Playable bounds 112x120
Concerns: -Area in front of natural feels too big. -Back door ramp into the natural. -Side path and third might be too wide.
P.S. Straight lines will be removed when I start working on textures.
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On February 13 2011 22:39 GreedyShroom wrote:+ Show Spoiler +Got a map that needs feedback. Also it's my first map that didn't get scraped due to retarded layout. Got two versions of the map and need help with deciding which version I should use. Version 1 + Show Spoiler +Version 2 + Show Spoiler +Playable bounds 112x120 Concerns: -Area in front of natural feels too big. -Back door ramp into the natural. -Side path and third might be too wide. P.S. Straight lines will be removed when I start working on textures.
I´d go for version 2, cause the map is smallish and you don´t wanna have towers inside each of the gold bases. Towers should stand alone and be a strategic objective imo. Perhaps move third a bit further away and move the (natural backdoor) ramp closer to the center.
On February 14 2011 01:12 Blurb wrote:Could use feedback (balancing) and help with general doodad/texture. Editor Screenshot + Show Spoiler +Analyzer Summary + Show Spoiler +
I´d try and make the map a little more standard; I mean simpler layout with the bases more "composed" (clean looking) plus you have a lot of streched narrow paths. Start with simple maps then increase complexity as you learn more about gameplay and using the editor in general.
Try and search for maps with Char tileset and see what other people did. Char has 4 types of doodads: plants, creepy organics, minerals/crystals and fire. Try and find a theme that fits your vision of the map.
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![[image loading]](http://imgur.com/1Fpgd.jpg)
Are these positions too close? It's a 4-player map and the other positional balance is like 20 units longer than these close positions. I'm not worried about 130 units rush distance, but I think 100 is too close?
And if it really is too close, any suggestions on how to fix?
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It´s longer than Lost Temple, Metalopolis and Delta Quadrant close positions. I think you´re good. If you want to increase the distance a bit you could just extend the gaps outside the naturals a bit towards the center.
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On February 16 2011 20:59 Johanaz wrote: It´s longer than Lost Temple, Metalopolis and Delta Quadrant close positions. I think you´re good. If you want to increase the distance a bit you could just extend the gaps outside the naturals a bit towards the center.
Ok, so I guess I'll keep it like that then.
I'm looking for someone really experienced with textures/doodads since I'm really terrible at it myself. If you're up for the task, please send me a PM with a good reference (pictures/maps) so that I can decide if you're really what I'm looking for. This map will probably be submitted for MotM #3 if it is properly textured/doodad'ed before then.
Also, if someone would like to check up on balancing with me I'd be happy to accept. Most of the time I think I'm good balance-wise, but this might just be my ego. So I think it's a good thing to check up on other mappers to check if the map is balanced enough.
Lastly I might be looking for someone who knows his way around triggers and custom GUI's for an additional mod of the map I might be making.
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Rush distances that short might work if you used rocks to mostly block the entrances to that middle expansion. That way, early units (scout, harass, etc) would slip by easy but moving big forces would be slowed down by rocks. Might also help in defense for whichever player dares take the expo in close pos. Or you could just pull a Shakuras and limit to X or close air pos.
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Need help on balance for my new map Syrany.
Heres the overview:
+ Show Spoiler +
Now Ive been pointed out correctly that the XWO (xelnaga watch obelisks, making this a thing ) are not fair in close spawns. Theres allways 1 player that spawns closer to it.
Things I've had in mind and broken my head over so far :
- If I shift the main ramp to the right, the 'backdoor' has got to go. That will make the 3rd way too easy to hold imho - If I twist the middle, the XWO are going to be in a way different spot, making my little obelisk power grid thing way ugly - If I redo the middle completely I gotta remove the gold expo in the middle. Now I did plan on that, but I need something to justify 4 towers checking it out. It has to be thát important - If I shift the whole outter ring around to make it balanced, the obelisk powergrid ends up in the 4th and near the backdoor, making it even more imbalanced in the end.
Im running out of ideas... Really appreciate some help.
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