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Perfectly mirrored, cliffs and levels look natural, expansions and resource nodes are great at size and not clumsy at all (btw this is one of the problems a lot of maps today have). Terrain usage at the ramps and bases is also very good, have you done serious mapping before? If you have some other maps, put a link in the OP, so we can see them. Map seems suitable for ladder pool, as it can provide a lot of different strategies. Medium rush distance with a lot of resources - some of them easy to defend, others - not so much. May even turn out to be more balanced than the current Blizzard maps. Good work on that map. You must have put at least 100 hours of editing in it, as I'm doing a 256X256 map for quite a lot and still haven't finished it.
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I've posted a couple other maps in this forum, but I was still learning how to map properly for sc2 and I'm not all that proud of them. I've made maps for WC3 and Counter-Strike in the past, but nothing serious.
In this case I focused on creating the perfect tileset and theme, but couldn't find a layout I liked. I ended up just taking the tileset and applying it on top of a layout I already had.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=234551 is what it looked like before I de-uglified and balanced it.
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"balanced" it? It looks exactly the same to me lol
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On July 17 2011 07:50 IronManSC wrote: "balanced" it? It looks exactly the same, just different tileset and stuff lol
1. Moved the farthest expansion a bit farther back and expanded that space a bit. 2. Rocks removed from closer 3rd along with 2 minerals and a gas to give a more interesting decision for a 3rd. 3. Main is significantly smaller allowing zerg to scout more easily. 4. Main connects to ground in a 2nd position to support interesting reaper/colo/blink stalker play. 5. Middle LOSB objects moved a bit. 6. Towers moved, they now are perfectly flush with the edge of the middle path and the edge of the far LOSB objects.
Mostly small things, but it was a good design with a bad aesthetic so I resurrected it. Don't hate.
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On July 17 2011 07:39 wrl wrote:I've posted a couple other maps in this forum, but I was still learning how to map properly for sc2 and I'm not all that proud of them. I've made maps for WC3 and Counter-Strike in the past, but nothing serious. In this case I focused on creating the perfect tileset and theme, but couldn't find a layout I liked. I ended up just taking the tileset and applying it on top of a layout I already had. http://www.teamliquid.net/forum/viewmessage.php?topic_id=234551 is what it looked like before I de-uglified and balanced it. In this case you have chosen the perfect set of textures and cliffs, Korhal manmade cliffs are kind of hard to make good looking and you have to make Skyscraper cliffs instead. I personally prefer the Bel'shir tileset mixed with some other textures and cliffs (like Typhon and Aiur). It is very also shitty when you are mirroring the map, you have to make again all the tiny adjustments to the textures (for example the grass and the tiles border). btw, do you copy-paste-rotate mirror the map or do it manually?
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Not hatin ^^ Just don't see any big changes or differences lol
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I think you should put the XWT's on the other side of that LOS wall near the edge, closer to that low-ground expansion. It just feels too easy to secure it when you take a gold and it feels really really close.
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New version out:
*More tuning on textures. *Subtle height tool all over to improve natural appearance of map. *Invisible bunker blocker at base of ramp (equivalent to a lowered depot). *Slightly fixed LOSB at naturals so that both sides can fit two barracks comfortably. *Second water type added. Outside is choppier wavey water, inside is calmer clear water. *Adjustments made for people playing on low graphics.
In regards to the LOS/XWT discussion, I think it really requires playing the map, everything fits in very tightly and I would hesitate to adjust it without a lot of games played to give me a better idea of the ups and downs. If you try to hunker down and secure the gold and the area behind the LOSB I feel like you will end up leaving your flank dangerously open.
Please take a look if you are on North America and pick out any issues you can find, great or small as I try to get this map ready for MotM8.
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Is it possible for you to rename doodads? I don't know if it can be done because I haven't played with the editor, but if you can then you should hide an easter egg on the map! (I was thinking a beach ball or critter that looks like one named 'Wilson'?)
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This map looks beautiful. Great job. I wish Blizzard did great-looking maps like this one.. instead of the VERY boring grey-blue colored stuff they keep throwing at us
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On July 31 2011 10:30 sunman1g wrote: This map looks beautiful. Great job. I wish Blizzard did great-looking maps like this one.. instead of the VERY boring grey-blue colored stuff they keep throwing at us one of the rare things id wish blizzard did better... but yeah this map looks great.
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On July 31 2011 09:50 Temporarykid wrote:Is it possible for you to rename doodads? I don't know if it can be done because I haven't played with the editor, but if you can then you should hide an easter egg on the map! (I was thinking a beach ball or critter that looks like one named 'Wilson'?) 
This definitely can and will be done for the motm version
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I've added a custom soundtrack! Took some piecing together of lots of different audio files, but I think the result is pretty good. There really aren't any soundtracks that come with the game that worked with an ocean theme.
Let me know what you think!
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I really like this map. I plan to play it tonight.
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looks a little week for zerg but overall a nice looking map, i would maybe try to make a fourth that is easier to secure
(love the beach look by the way)
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