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[M] Steppes of Bore - Page 3

Forum Index > SC2 Maps & Custom Games
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The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
October 21 2011 22:09 GMT
#41
Massive update!
ModeratorI am still alive, somehow
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
October 22 2011 10:41 GMT
#42
Things go *bump* in the morning 0oooo
ModeratorI am still alive, somehow
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
October 22 2011 16:29 GMT
#43
Oh come on.
ModeratorI am still alive, somehow
TL+ Member
Dudemeister
Profile Joined July 2010
Sweden314 Posts
October 22 2011 17:03 GMT
#44
If you are going to submit this to the contest I would recommend you to texture the map.
Many of the expansions have weird places for geisers and minerals. There is little space to place turrets or cannons behind the mineral lines.
The random doodads do not fit at all.
The layout looks promising though.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
October 22 2011 17:13 GMT
#45
@Dudemeister: I will be texturing the map. I, however, do not see what you are talking about when you say the minerals and geysers are in odd locations. Can you elaborate?
Space behind mineral lines:
Main: Barely not enough, will fix.
Nat: I will fix that.
Third: Ran out of room there xD, will fix
Fourth, It's like that to encourage harrassment/control of the ridge.
Semi-island and gold: Plenty of space.
ModeratorI am still alive, somehow
TL+ Member
Mashmed
Profile Joined September 2010
Sweden198 Posts
October 22 2011 17:33 GMT
#46
The map is way too open in my opinion. And what is up with the sides not being identical?
Gosh Digglydarnit
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
October 22 2011 17:42 GMT
#47
On October 23 2011 02:33 Mashmed wrote:
The map is way too open in my opinion.

Play on it maybe? It's actually not very open.
And what is up with the sides not being identical?

WHAT
ModeratorI am still alive, somehow
TL+ Member
Mashmed
Profile Joined September 2010
Sweden198 Posts
October 22 2011 21:43 GMT
#48
On October 23 2011 02:42 TehTemplar wrote:
On October 23 2011 02:33 Mashmed wrote:
The map is way too open in my opinion.

Play on it maybe? It's actually not very open.
And what is up with the sides not being identical?

WHAT


http://i.imgur.com/DmSol.jpg
Gosh Digglydarnit
docvoc
Profile Blog Joined July 2011
United States5491 Posts
October 22 2011 22:35 GMT
#49
I really like it! if this would replace xelnaga caverns that would be awesome! also is there an anylizer to this? also is there any way that you could add a base on each side? i'm not reall that pro-macro-zerg but i do see that 4 base will not allow zerg to get that endgame huge advantage. I play toss and i like the way this looks, but i've always been wary of maps that contain a set base for each player. I'm not gonna say change it last minute, but if it gets picked is there any way of making 2 different areas of spawning so that early game rushes are only 50/50 and not 100/100 on accurate attacks early game?
User was warned for too many mimes.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
Last Edited: 2011-10-22 23:29:06
October 22 2011 23:19 GMT
#50
On October 23 2011 06:43 Mashmed wrote:
Show nested quote +
On October 23 2011 02:42 TehTemplar wrote:
On October 23 2011 02:33 Mashmed wrote:
The map is way too open in my opinion.

Play on it maybe? It's actually not very open.
And what is up with the sides not being identical?

WHAT


http://i.imgur.com/DmSol.jpg

Hey, nobody's perfect
I have no idea how I'm going to fix that...


I really like it! if this would replace xelnaga caverns that would be awesome! also is there an anylizer to this? also is there any way that you could add a base on each side? i'm not reall that pro-macro-zerg but i do see that 4 base will not allow zerg to get that endgame huge advantage. I play toss and i like the way this looks, but i've always been wary of maps that contain a set base for each player. I'm not gonna say change it last minute, but if it gets picked is there any way of making 2 different areas of spawning so that early game rushes are only 50/50 and not 100/100 on accurate attacks early game?

Xel'naga caverns: Can we not have more than 1 2 player map?
Anyway, Xel'naga caverns is better than: All the season 3 maps except Abyssal, and backwater gulch. I'd rather remove those maps and add more 2 player maps in for more diversity and to provide a wide variety of strategies. (Oh god I sound like DB)
Analyzer: I'm afraid not, but I can test the map and tell you the rush distances (4.0-4.1 (not 4.2, it's slightly longer) are near the end of page 2 of this thread)
Extra base: That would make 14, which I consider a bit much for a 2 player map.
Here, you can see the general opinion of people that view page 3 of this thread.
Poll: 14 bases on 2 player maps?

Yes! (8)
 
67%

No! (2)
 
17%

I'm not sure, it needs more testing. (2)
 
17%

12 total votes

Your vote: 14 bases on 2 player maps?

(Vote): Yes!
(Vote): No!
(Vote): I'm not sure, it needs more testing.





4 base zerg: Well, a semi-island's close by, and 5 base zerg is pretty good, and the 5th (semi-island) protects the 4th in a cool way.
"wary of maps that contain a set base for each player. I'm not gonna say change it last minute, but if it gets picked is there any way of making 2 different areas of spawning so that early game rushes are only 50/50 and not 100/100 on accurate attacks early game?"
I don't quite understand what you're saying here, but from what I gather you want me to make it into a 4 player map (bad idea). Let me know if I am misunderstanding this part.
ModeratorI am still alive, somehow
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
October 23 2011 03:12 GMT
#51
OP updated with information about the map, basically the dimensions and rush distance.
ModeratorI am still alive, somehow
TL+ Member
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
Last Edited: 2011-10-23 03:45:48
October 23 2011 03:34 GMT
#52
Why would you add even more bases? oO
There's no real concept in the expansion layout as it is.

EDIT: Ok I really gotta say this now. It's cool if people support mapmakers with feedback and encourage them etc. but if you go over top with stuff like "this should replace a ladder map" if the map is clearly pretty bad, that's a really nice thing to say but I'm afraid it also means that the creator will be satisfied with a map he really shouldn't be and that kinda hinders his progression in mapmaking.

I hope you don't take this the wrong way, I'd just like to see you get better at mapmaking and you just won't if you're happy with a product like this. Well yes you probably will eventually but for the fact that you've been around quite some time you should know better by now^^

Cheers and keep at it
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
turtles
Profile Blog Joined August 2011
Australia360 Posts
October 23 2011 06:43 GMT
#53
but if you go over top with stuff like "this should replace a ladder map" if the map is clearly pretty bad, that's a really nice thing to say but I'm afraid it also means that the creator will be satisfied with a map he really shouldn't be...


Ouch! The truth can hurt sometimes but it's always superior to fiction.

Aesthetically it is nowhere near Blizzard quality. It is clear that you have not put any work into this aspect of the map. It still might be the best balanced map around but I don't think it is worth submitting to the competition unless some effort has been put in to making it look good. Otherwise it will just seem lazy.

Balance wise... I am not a grand master/pro so what I have to say is only my noobish impressions. So take this part with a grain of salt.

It seems to me that the expansion lay out is set in stone. As the game goes on it will turn into a battle of left vs right. Especially considering that once the third is set up the 4th base comes essentially free (having an army positioned near your 3rd automatically protects your 4th) and the 5th IS a free expansion. I think that would lead to stale game play.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
October 29 2011 03:33 GMT
#54
update
ModeratorI am still alive, somehow
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
October 29 2011 03:34 GMT
#55
On October 23 2011 15:43 turtles wrote:
Show nested quote +
but if you go over top with stuff like "this should replace a ladder map" if the map is clearly pretty bad, that's a really nice thing to say but I'm afraid it also means that the creator will be satisfied with a map he really shouldn't be...


Ouch! The truth can hurt sometimes but it's always superior to fiction.

Aesthetically it is nowhere near Blizzard quality. It is clear that you have not put any work into this aspect of the map. It still might be the best balanced map around but I don't think it is worth submitting to the competition unless some effort has been put in to making it look good. Otherwise it will just seem lazy.

Balance wise... I am not a grand master/pro so what I have to say is only my noobish impressions. So take this part with a grain of salt.

It seems to me that the expansion lay out is set in stone. As the game goes on it will turn into a battle of left vs right. Especially considering that once the third is set up the 4th base comes essentially free (having an army positioned near your 3rd automatically protects your 4th) and the 5th IS a free expansion. I think that would lead to stale game play.

Fourth is easily harrassed from the semi-island. This is a map of heavy harrassment which favors counter-attacks in the lategame.
ModeratorI am still alive, somehow
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
January 15 2012 17:21 GMT
#56
On July 08 2011 09:32 EternalSC wrote:
rename it Steppes of Gore

since that would be cool as hell

Ok.
Steppes of Gore version 2.0:
+ Show Spoiler +
[image loading]

Fixes from Steppes of Bore:
The third and 4th are now separate.
The map has a concept.
ModeratorI am still alive, somehow
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
January 16 2012 00:30 GMT
#57
Er, comments please? :o
Completely different map now.
ModeratorI am still alive, somehow
TL+ Member
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