[M] Bel'Shir Walkway - Page 2
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IronManSC
United States2119 Posts
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EffectS
Belgium795 Posts
On January 14 2011 03:08 IronManSC wrote: By the way, compressing this map and making it smaller would ruin the entire thing. I would have to re-do it all, and that'll take so long ![]() Good maps take a long time to be created. Cause it's only after playing multiple games on it when most flaws in the map will be revealed. I really think this map should be made smaller. People are asking for bigger maps because of Blizzard's tendency to create smaller maps. But most mappers today are making the maps too big, this will make games boring, zero out the chance for a player to be aggressive early in the game and will make battles less decisive. There's a golden path in between that we must walk, just as SC1 mappers once did in order to be succesful. Anyway, there's no limit of time to creating a good map. I often feel satisfied with a lay-out and have it textured only to hate some parts of the map after. | ||
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IronManSC
United States2119 Posts
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WniO
United States2706 Posts
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baskerville
541 Posts
... just because they want cool maps and too much "guidelines" (per month or not) might impair creativity +1 "beauty effects" = can't wait, will check back when you post "graphics update" i agree that if the layout is unsatisfying = never any graphics will make up for it i meant that i'd love it if mapmakers did update "thoughts" on what they will be doing on that front "thinking of a LT type" or other (showcasing detail graphics work in progress pictures would be awesome teasing) | ||
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IronManSC
United States2119 Posts
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Antares777
United States1971 Posts
Other than that, the second version is a much better improvement from the first, and I look forward to seeing it textured! ![]() | ||
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IronManSC
United States2119 Posts
What just came to mind is I could connect those islands to the main, and block them with destructible rocks so they aren't so "easily taken." Similar to delta quadrant. | ||
Antares777
United States1971 Posts
On January 14 2011 06:43 IronManSC wrote: Thank you! What just came to mind is I could connect those islands to the main, and block them with destructible rocks so they aren't so "easily taken." Similar to delta quadrant. That is a good solution, but if you do that, the natural choke is going to have to be widened to make if more difficult to defend. | ||
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FlaShFTW
United States10148 Posts
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IronManSC
United States2119 Posts
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IronManSC
United States2119 Posts
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Mammel
Finland189 Posts
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IronManSC
United States2119 Posts
Noted. Thanks for the feedback. I am currently working on the textures right now. OMG it looks so beautiful so far xD | ||
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IronManSC
United States2119 Posts
The map is officially finished! Any more comments or feedback is appreciated! Thanks to all those that contributed. | ||
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IronManSC
United States2119 Posts
It was a terran-favored map because of high ground and narrow chokes, so these changes were fixed to give zerg a more balanced advantage vs any race. The map is updated to 2.0, any comments or feedback is greatly appreciated! | ||
SC2Phoenix
Canada2814 Posts
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Antares777
United States1971 Posts
I like the XWT placement in 2.0, nice job. | ||
0neder
United States3733 Posts
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monitor
United States2404 Posts
I think your main issue is space layout. It looks like Zerg would have a very hard time getting full surrounds anywhere except the outside natural, especially around the 3rds and center. Because of small spaces and the free backdoor expo, games are going to become turtle-friendly. I suggest reworking the center to allow more room, which could mean remaking the map again... If so, I suggest moving the mains into the corners more. Keep the natural and backdoor nat the same, but position them to fit into map bounds (and removing wasted space). This will give you room to adequately open up the center. Nice job overall though! | ||
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