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Pretty Time Jungle
1v1 10 blue expansions 2 gold expansions 6 Xel' Naga Watch Towers
+ Show Spoiler [Details] + + Show Spoiler [Overview] + + Show Spoiler [Overview Angled] + + Show Spoiler [Analyzer Summary] + + Show Spoiler [Analyzer Shortest Paths] +
Update: 01.26.2011 My current work in progress. Before I start going nuts with doodads, I want to get the design correct. So now everyone needs to play on it!
Update: 01.27.2011 The map is smaller now. Is it still too big?
I also added an in-base Xel' Naga Tower for each player, but it's blocked by rocks. I'm curious how useful it will be. Plus, the center expansions have been moved closer to the sides between the two big ramps on each side.
Also, I noticed the analyzer didn't detect the big rocks on the sides of the map leading to the back-door ramps. They're there though.
Update: 02.02.2011
They layout is pretty much decided on. I'm adding a ton of doodads right now. Once I'm done with them I'll post new pictures so you can all see how pretty it is!
Update: 02.06.2011
It's done! After some testing I got feedback from everyone who played and they all said it was fun. They did have minor suggestions but nothing that would be game altering. So, enjoy! There must be a million doodads in this map.
Visit lovablemikey's Map Thread for more maps!
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dezi
Germany1536 Posts
I think it's to big. If possible shrink it in size.
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That's what she said.
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haha lol vweu funny hehe,
but yes the map size is far to large perhaps modifling it into a 4player map would be better suited as personally the layout i feel looks awsomes.
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Oh that's original, main on double cliff and nat on single cliff with wide ramp.
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looks pretty good, maybe only 1 watchtower in the middle tho?
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On January 27 2011 08:11 dezi wrote: I think it's to big. If possible shrink it in size. I'm bringing some of the terrain closer together. I agree, there's too much space.
On January 27 2011 08:39 TibblesEvilCat wrote: haha lol vweu funny hehe,
but yes the map size is far to large perhaps modifling it into a 4player map would be better suited as personally the layout i feel looks awsomes. Thanks. It started off as a 4 player map, but I decided to switch it to 2 players because I thought the X and Y axis symmetry was too boring.
On January 27 2011 08:43 FlopTurnReaver wrote: Oh that's original, main on double cliff and nat on single cliff with wide ramp. Come give me a kiss!
On January 27 2011 08:52 SWiPht wrote: looks pretty good, maybe only 1 watchtower in the middle tho? Thanks. I put two there so each player could have one. Now that I'm condensing the map, I might only stick one there.
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United States10158 Posts
good: nice design layout. extremely original.
bad: too big.
this thing would be great as a 4p map.
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On January 27 2011 08:43 FlopTurnReaver wrote: Oh that's original, main on double cliff and nat on single cliff with wide ramp.
I can't tell if that's sarcasm or not. hahaha
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thats sarcasm. What he doesnt understand is that the mains aren't the only thing in the entire map that exist. I do have some concerns about size though, as well as the third base. It doesnt seem to fit. Since most games dont even go past 3 bases, I think having that third base there makes the rest of the map almost extraneous. I very much enjoy the side expansions because they are almost a defining feature of your map, (the ones behind the rocks but accessible through the ramps) I feel like your trying to take that concept and combining it with the xelnaga caverns layout. If i were trying to trim something out of the map to reduce size, i would take out the middle xelnaga part and keep the outside pieces in an almost jungle basiny kind of thing. (but different so that you can actually take a 3rd and 4th base).
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On January 27 2011 11:50 FlaShFTW wrote: good: nice design layout. extremely original.
bad: too big.
this thing would be great as a 4p map. Thanks. A lot of people are saying that, but I want to be able to make it work as a 1v1. I'm looking at it as a learning experience. Do you still think the map is too big now that I've condensed it?
On January 27 2011 15:40 DocM wrote: thats sarcasm. What he doesnt understand is that the mains aren't the only thing in the entire map that exist. I do have some concerns about size though, as well as the third base. It doesnt seem to fit. Since most games dont even go past 3 bases, I think having that third base there makes the rest of the map almost extraneous. I very much enjoy the side expansions because they are almost a defining feature of your map, (the ones behind the rocks but accessible through the ramps) I feel like your trying to take that concept and combining it with the xelnaga caverns layout. If i were trying to trim something out of the map to reduce size, i would take out the middle xelnaga part and keep the outside pieces in an almost jungle basiny kind of thing. (but different so that you can actually take a 3rd and 4th base). Thanks for the comments. I took them all into account when I made the map smaller and redesigned it a little.
I know a lot of games don't go past 3 bases, but I think that's because it's usually too inconvenient or risky. I want to see what happens when getting two expansions is pretty easy and safe, which is why I kept the third where it is. I did try to make it fit more though.
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OK. This map is finished. I've added detail pictures and updated the rest of the pictures. I hope you like it!
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I absolutely love the design of this map. It reminds me a lot of BroodWar's Chupung-Ryeong. The only thing that irks me is the in-base xel'naga watch towers. They seem out of place and it doesn't really feel like they add anything to the map at all. What was the reasoning behind adding them?
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On February 07 2011 06:28 [wh]_ForAlways wrote: I absolutely love the design of this map. It reminds me a lot of BroodWar's Chupung-Ryeong. The only thing that irks me is the in-base xel'naga watch towers. They seem out of place and it doesn't really feel like they add anything to the map at all. What was the reasoning behind adding them? Thanks! I don't know about the Brood War map that you mentioned, but I'll take it as a compliment.
The watch towers are there because they give vision of the back-door paths leading to each players third, and because I'm experimenting. I mostly want to see what happens with them. Who knows? Maybe they'll turn out to be the coolest thing ever!
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I really like the new ways of XelNage towers that people think of these days. Very nice job on that 
I agree with alot of people that its too big tho. If you got 6 XWT's on a map, the map is too big. Simple as that.
However, the overall layout is very good, I can see some intresting games on this map. Its well thought out, good job. Just squeeze it a little, make it slightly less humongous
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On February 07 2011 18:21 ihasaKAROT wrote:I really like the new ways of XelNage towers that people think of these days. Very nice job on that  I agree with alot of people that its too big tho. If you got 6 XWT's on a map, the map is too big. Simple as that. However, the overall layout is very good, I can see some intresting games on this map. Its well thought out, good job. Just squeeze it a little, make it slightly less humongous  Thanks! Watch towers are something I've been experimenting with.
Big maps are another thing I'm experimenting with, which is why this map is pretty big. It's already been downsized quite a bit; the original was admittedly grotesquely enormous. For now, I'm going to keep this map as it is. I want to test it more before I make any decisions on it. Thanks again!
On February 07 2011 19:03 NastyMarine wrote: Very sexy map. It has a hint of danger too. You can't resist!
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So, having played the following game, I can give the official seal of approval to the in-base XWT. 
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one minor thing you might want to change is the direction of the ramp down to your natural. if it was pointed towards the cc spot you can wall it off with 2-3 buildings usually like on metalopolis or lost temple. other than that, i like your layouts alot. also big thanks to eaththepath for posting a replay. i love custom map replays, especially when the map isn't available on my realm. :D
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On March 09 2011 09:28 lefix wrote: one minor thing you might want to change is the direction of the ramp down to your natural. if it was pointed towards the cc spot you can wall it off with 2-3 buildings usually like on metalopolis or lost temple. other than that, i like your layouts alot. also big thanks to eaththepath for posting a replay. i love custom map replays, especially when the map isn't available on my realm. :D
I agree. The worst example would be Agria Valley, where you have to block both the natural and main ramp.
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United States10158 Posts
its getting better. kinda looks like a destination map... if you've played BW and know that map.
the corner expansions look slightly awkward... but i guess they seem alright.
nice route connecting the gold to the 3rd.
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On March 09 2011 05:52 EatThePath wrote:So, having played the following game, I can give the official seal of approval to the in-base XWT.  ![[image loading]](http://www.gamereplays.org/community/uploads/repimgs/repimg-33-194628.jpg) Too cool! That replay was fun. I always get a kick out of seeing my maps being played. I'm assuming you were Protoss. If that's true, congratulations on a job well done. It was a little slow to start, but I think that's the way it goes with macro games sometimes. There were some good fights in there though. I like big army battles. Thanks again for the replay!
I like the in-base tower too. It doesn't take a lot of effort to take and it can help spot drops, which I noticed happened in the replay. Since the map is so big, I thought being able to get a lot of vision would be beneficial. I hope I didn't overdo it. I'm using the in-base tower again in Beachy Bungalow, but it's in the natural instead of the main.
On March 09 2011 09:28 lefix wrote: one minor thing you might want to change is the direction of the ramp down to your natural. if it was pointed towards the cc spot you can wall it off with 2-3 buildings usually like on metalopolis or lost temple. other than that, i like your layouts alot. also big thanks to eaththepath for posting a replay. i love custom map replays, especially when the map isn't available on my realm. :D I'll tinker with that idea. Why not, right? Good suggestion.
On March 09 2011 09:29 Antares777 wrote: I agree. The worst example would be Agria Valley, where you have to block both the natural and main ramp. Maybe I'll definitely change the ramp then.
On March 09 2011 11:40 FlaShFTW wrote: its getting better. kinda looks like a destination map... if you've played BW and know that map.
the corner expansions look slightly awkward... but i guess they seem alright.
nice route connecting the gold to the 3rd. Thanks. I don't know the map you referenced but any well known Brood War map reference is always appreciated.
The corner expansions were sort of an after-thought. They fit so I went with it.
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Check out the new ramp!
+ Show Spoiler [New Ramp] +
Edit: Apparently horizontal ramps are lame. I'll be switching back to a diagonal ramp.
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o.O
Is that a horizontal ramp?!
That is preferable to vertical (by far) at least. You might want to do some doodad/path blocking so that it's the right size for one forcefield. But if not, I think the 1.5 size ramp on a map this big is okay. Also consider some thingies at the top for ease of walling.
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On March 10 2011 15:14 EatThePath wrote: o.O
Is that a horizontal ramp?!
That is preferable to vertical (by far) at least. You might want to do some doodad/path blocking so that it's the right size for one forcefield. But if not, I think the 1.5 size ramp on a map this big is okay. Also consider some thingies at the top for ease of walling. I just tested the horizontal ramp size and you're right, a forcefield doesn't cover the whole ramp. I didn't know that. I'll change it to a diagonal ramp.
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Love the map. Size seems perfect as is right now, the layout isn't TOO original but its also very very good, originality often leads to being bad, so I like the layout. Been playing a few games on it and it definitely feels pretty balanced so far.
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On March 10 2011 14:10 lovablemikey wrote:Check out the new ramp! + Show Spoiler [New Ramp] +Edit: Apparently horizontal ramps are lame. I'll be switching back to a diagonal ramp.
ROFLMAO! lovablemikey you are a funny guy. Comments, map names. Never fail to crack me up 
Speaking of funny guys, if you don´t know TL user baller you should definitely go check him out.
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On March 10 2011 16:56 Dhalphir wrote: Love the map. Size seems perfect as is right now, the layout isn't TOO original but its also very very good, originality often leads to being bad, so I like the layout. Been playing a few games on it and it definitely feels pretty balanced so far. Thanks. I changed the ramps back to the way they were before I made them horizontal. Aside from that, I would say it's time to move on. It's balanced enough as it is, like you said, so I'm finished working on it.
On March 10 2011 21:41 Johanaz wrote:ROFLMAO! lovablemikey you are a funny guy. Comments, map names. Never fail to crack me up  Speaking of funny guys, if you don´t know TL user baller you should definitely go check him out. I don't know baller but I read a lot of his quotes from his fan club thread and there are some good ones in there. I would have to say the one about pooping while performing brain surgery was my favorite. Maybe I'll be funny enough to have my own fan club one day.
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Sorry to bump an old thread without any new content, but I got permission! I'm testing something out with editing this thread.
Edit: Well, that didn't work. Fudge.
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Holy crap! Mikey´s back!
We missed u - plz don´t take a 5 months break again!
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On November 27 2011 23:54 Johanaz wrote: Holy crap! Mikey´s back!
We missed u - plz don´t take a 5 months break again! I didn't want to, but my computer broke! Now I'm stuck using this crummy laptop to enviously watch you guys make maps. Just my luck, right?
There are a lot of cool maps floating around here. Nice! I'm super jealous.
EDIT: Consider this thread closed. I'll have to make a new one when I get another computer.
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