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[M] Bel'Shir Walkway - Page 2

Forum Index > SC2 Maps & Custom Games
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IronManSC
Profile Blog Joined November 2010
United States2119 Posts
January 13 2011 18:13 GMT
#21
it's not compressing =/
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
EffectS
Profile Joined May 2010
Belgium795 Posts
January 13 2011 18:18 GMT
#22
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.
TEEHEE
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
January 13 2011 18:21 GMT
#23
I will update the first post of this thread when I see what I can do.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
WniO
Profile Blog Joined April 2010
United States2706 Posts
January 13 2011 18:22 GMT
#24
^^ well said EffectS. i think moving the main base over where the natural is and making the third base, (the one with the rocks,) the new natural. that will shorten the rush distance and give more options to the player when expanding rather than just going a linear path.
baskerville
Profile Blog Joined April 2010
541 Posts
January 13 2011 18:31 GMT
#25
i'm really curious to see if they plan to say more than "this trend seems good"
...
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)
http://www.teamliquid.net/mirror/smilies/random-big.gif
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
January 13 2011 21:09 GMT
#26
Okay guys, Original post updated with the changed version of the map.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Antares777
Profile Joined June 2010
United States1971 Posts
January 13 2011 21:40 GMT
#27
The islands are too close to the mains, it is too easy for a Terran to fast expand there, or even lift their original CC.

Other than that, the second version is a much better improvement from the first, and I look forward to seeing it textured!
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
January 13 2011 21:43 GMT
#28
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.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Antares777
Profile Joined June 2010
United States1971 Posts
January 13 2011 21:45 GMT
#29
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.
FlaShFTW
Profile Blog Joined February 2010
United States10148 Posts
January 13 2011 22:21 GMT
#30
The other version seems better now... the islands can get sieged by tanks. also, instead of the random xelnaga's put one in the middle and get rid of the other ones. but good work in "attempting" to improve. the gols are fine now, the 3rd is better too.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
January 13 2011 22:53 GMT
#31
Original post updated.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
January 14 2011 01:17 GMT
#32
Excuse my bump, but map images and fixes are updated in the OP.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Mammel
Profile Joined November 2010
Finland189 Posts
January 14 2011 14:57 GMT
#33
Defending gold + entrance to your natural from gold highground could be a bit too easy, Meaby switch the entrance to high ground to the other side, it would also make drops more powerful to it. Also I'm not really sure I agree with XN tower in the high ground.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-01-14 17:57:46
January 14 2011 17:49 GMT
#34
@Mammel

Noted. Thanks for the feedback.

I am currently working on the textures right now. OMG it looks so beautiful so far xD
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-01-14 20:23:34
January 14 2011 20:23 GMT
#35
GRAPHICS UPDATED!

The map is officially finished! Any more comments or feedback is appreciated! Thanks to all those that contributed.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
January 15 2011 01:05 GMT
#36
After several tests, version 2.0 is now released and the original post is updated with a before and after picture showing the recent changes.

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!
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
SC2Phoenix
Profile Blog Joined June 2009
Canada2814 Posts
January 15 2011 02:15 GMT
#37
Ewww rocks in back exspansion : (
Who the fuck has a family of fucking trees? This song is so god damn stupid. Fuck you song, fuck you and your stupid trees. -itmeJP
Antares777
Profile Joined June 2010
United States1971 Posts
January 15 2011 03:14 GMT
#38
Just for spectator value, you should make it so that the cliff that overlooks the in base expansion touches the middle so that cliffwalkers can use it for harassment. That would be cool.

I like the XWT placement in 2.0, nice job.
0neder
Profile Joined July 2009
United States3733 Posts
January 15 2011 05:41 GMT
#39
How big is Shakuras? That map seems to be the sweet spot for me at least. Or Desert Oasis.
monitor
Profile Blog Joined June 2010
United States2404 Posts
January 15 2011 06:41 GMT
#40
Looks a lot better than when it started! The three bases might be too easy to defend, but thats not my primary concern-

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!
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
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