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Aotearoa39261 Posts
On October 04 2011 21:22 neobowman wrote:Show nested quote +On October 04 2011 13:41 Plexa wrote:No gas isn't the point  its the expansion design that I like the most Yeah but because of how SC2 is spaced, some designs just don't port well. In this map, I'd imagine the fourth bases would let tanks either shoot half of the main or the natural expansion on the other side, or both. The way to circumvent this would be to insert large gaps between the areas but tank range is bigger in SC2 and because of how terrain works, it's harder to space naturally. The list goes on. Doesn't stop you from being inspired by it though.
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On October 05 2011 08:17 Plexa wrote:Show nested quote +On October 04 2011 21:22 neobowman wrote:On October 04 2011 13:41 Plexa wrote:No gas isn't the point  its the expansion design that I like the most Yeah but because of how SC2 is spaced, some designs just don't port well. In this map, I'd imagine the fourth bases would let tanks either shoot half of the main or the natural expansion on the other side, or both. The way to circumvent this would be to insert large gaps between the areas but tank range is bigger in SC2 and because of how terrain works, it's harder to space naturally. The list goes on. Doesn't stop you from being inspired by it though. Agreed. Nearly all my maps have been inspired by BW maps in some way shape or form, whether they're ports or just utilize some concepts.
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dezi
Germany1536 Posts
I've a question:
Normal bases are always 8 normal mineral patches and 2 normal geysers I use a 1 geyser 7 minerals expo on one of my maps - this is to favor another bases as 3rd while still giving the possibility to take this one (allows you to control the middle of the map from there). This rule above suggest to don't make such expansions but shall i take this as pure suggest or as soft rule (which might decrease the chance for this specific map)?
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4713 Posts
It is a hard rule, and even if you put in just 7 minerals and 1 gas, and if the judges like the map enough for it to win they will still change that one base to 8 mins and 2 gas. There really is no point to mess with gas and mineral patches number, it just decreases the chance for you to win.
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It's not a hard rule, just read the OP;
We suggest maps follow the following restrictions: 1. Normal bases are always 8 normal mineral patches and 2 normal geysers
suggest
Make of that what you will. Anyone who's familiar with what happened with Tal'Darim making it on to the ladder can probably understand what I mean.
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Well let's say this, I can't give you a definite answer to this but if there are 2 "equal" maps there's always the possiblity they'll choose the one that's more Blizzard like. So imo there's no point in disregarding those "suggestions".
And else, as the other guys mentioned, they'll just edit it themselfes if they pick it^^
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Aotearoa39261 Posts
Pretty much what the previous three have mentioned.
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Some questions: -Destructible rocks seem to get quite some hate throughout this thread - what are some opinions on them as pathing changers/blockers rather than expansion blockers? Extended idea/explanation + Show Spoiler +My map idea, which to my ears have some balance in it, goes as follows: -2 player map (current idea is mirror type). Absolutely not more than 2 towers. -Hard to defend main, same elevation level as outside of the choke. Choke possible to widen through breaking down rocks. -Easy to defend Natural -Rocks are sealing the straightest routes between bases. Breaking them down opens up more space and quicker paths. -4 bases (3 exps) per side, 2 middle ground expansions. I have made a rough start to my vision of it in the mapmaker, but ohgod it's rough.
Two semi-related questions + Show Spoiler +-I'm new to map making, but have some ideas which at least to me sounds nice, how do I find people interested in "parenting" a project? -Having looked into Map of the Month threads some, I didn't quite come to a finish if there's some archive/summary of maps accepted and short comments on them, to learn from their mistakes. Checking through the MotM threads were not at all as hard as I first thought, getting at them through the TLwiki page.
Background + Show Spoiler +I have never done any "fancy" map making, though I spent a bit of time in the wc3 map editor when I didn't play much, and have begun this in the sc2 one as well, and ages ago in the Age of Empires one. It was all rather sporadic, with only rough maps as results, and I'm really interested in learning more about making stuff look good, but meanwhile, I've got an idea which could really use a more experienced map maker's attention. My sc2 experience is limited (and my sc-bw one almost non-existant) - I've never liked losing games, nor had really fun when playing too much, I'm a high gold (eu) player in skill regard. Rambling + Show Spoiler +As this is my semi-first post on this site, I'd like to thank y'all for doing an excellent job.
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Seems like i will be the first one who show his maps here. anyways here they are, i will send my pm later when im sure everything is perfect but the choice wont change.
Seek and Destroy: (4Player Rotational) + Show Spoiler + Through the Never: (2Player) + Show Spoiler + Iron Curtain: (2Player) + Show Spoiler +
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On October 07 2011 03:26 Duvon wrote:Some questions: -Destructible rocks seem to get quite some hate throughout this thread - what are some opinions on them as pathing changers/blockers rather than expansion blockers? Extended idea/explanation + Show Spoiler +My map idea, which to my ears have some balance in it, goes as follows: -2 player map (current idea is mirror type). Absolutely not more than 2 towers. -Hard to defend main, same elevation level as outside of the choke. Choke possible to widen through breaking down rocks. -Easy to defend Natural -Rocks are sealing the straightest routes between bases. Breaking them down opens up more space and quicker paths. -4 bases (3 exps) per side, 2 middle ground expansions. I have made a rough start to my vision of it in the mapmaker, but ohgod it's rough. Two semi-related questions + Show Spoiler +-I'm new to map making, but have some ideas which at least to me sounds nice, how do I find people interested in "parenting" a project? -Having looked into Map of the Month threads some, I didn't quite come to a finish if there's some archive/summary of maps accepted and short comments on them, to learn from their mistakes. Background + Show Spoiler +I have never done any "fancy" map making, though I spent a bit of time in the wc3 map editor when I didn't play much, and have begun this in the sc2 one as well, and ages ago in the Age of Empires one. It was all rather sporadic, with only rough maps as results, and I'm really interested in learning more about making stuff look good, but meanwhile, I've got an idea which could really use a more experienced map maker's attention. My sc2 experience is limited (and my sc-bw one almost non-existant) - I've never liked losing games, nor had really fun when playing too much, I'm a high gold (eu) player in skill regard. Rambling + Show Spoiler +As this is my semi-first post on this site, I'd like to thank y'all for doing an excellent job.
make a thread for your map; you'll definitely receive constructive feedback from there on.
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Aotearoa39261 Posts
On October 07 2011 03:26 Duvon wrote:Some questions: -Destructible rocks seem to get quite some hate throughout this thread - what are some opinions on them as pathing changers/blockers rather than expansion blockers? Extended idea/explanation + Show Spoiler +My map idea, which to my ears have some balance in it, goes as follows: -2 player map (current idea is mirror type). Absolutely not more than 2 towers. -Hard to defend main, same elevation level as outside of the choke. Choke possible to widen through breaking down rocks. -Easy to defend Natural -Rocks are sealing the straightest routes between bases. Breaking them down opens up more space and quicker paths. -4 bases (3 exps) per side, 2 middle ground expansions. I have made a rough start to my vision of it in the mapmaker, but ohgod it's rough. Two semi-related questions + Show Spoiler +-I'm new to map making, but have some ideas which at least to me sounds nice, how do I find people interested in "parenting" a project? -Having looked into Map of the Month threads some, I didn't quite come to a finish if there's some archive/summary of maps accepted and short comments on them, to learn from their mistakes. Background + Show Spoiler +I have never done any "fancy" map making, though I spent a bit of time in the wc3 map editor when I didn't play much, and have begun this in the sc2 one as well, and ages ago in the Age of Empires one. It was all rather sporadic, with only rough maps as results, and I'm really interested in learning more about making stuff look good, but meanwhile, I've got an idea which could really use a more experienced map maker's attention. My sc2 experience is limited (and my sc-bw one almost non-existant) - I've never liked losing games, nor had really fun when playing too much, I'm a high gold (eu) player in skill regard. Rambling + Show Spoiler +As this is my semi-first post on this site, I'd like to thank y'all for doing an excellent job. My advice to you is to sketch your map on paper first, there is a guide about creating 3player rotational symmetric maps (which is evading me at the moment) which includes a guide about incorporating sketches into the editor - from there you can easily see your visions come to life. Without seeing a map its hard to judge the concept.
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Thanks for the responses, I'll be creating a map thread, embarrassing as though it will be. One of the reasons I feel so awkward about mapping is actually because I sketch my maps beforehand and ugh in-editor looks awful in comparison. I will try to heart though, and not go off topic any more. Thanks for the tips!
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On October 07 2011 22:28 Duvon wrote: Thanks for the responses, I'll be creating a map thread, embarrassing as though it will be. One of the reasons I feel so awkward about mapping is actually because I sketch my maps beforehand and ugh in-editor looks awful in comparison. I will try to heart though, and not go off topic any more. Thanks for the tips!
believe me, all maps look pretty rudimentary when you first make them. we all put in a lot of hours in our maps to refine and make them look good.
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On October 07 2011 22:28 Duvon wrote:+ Show Spoiler +Thanks for the responses, I'll be creating a map thread, embarrassing as though it will be. One of the reasons I feel so awkward about mapping is actually because I sketch my maps beforehand and ugh in-editor looks awful in comparison. I will try to heart though, and not go off topic any more. Thanks for the tips!
Here let me show you what it actually looks like when ppl make maps Nothing to be ashamed of.
There is no point in making the map pretty before you have gotten feedback about your layout. Especially when new to the editor.
Before: + Show Spoiler +
After: + Show Spoiler +
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If you make your textures early, you can symmetrize them when you duplicate half your map. If you texture after you symmetrized the map there are more things to fix.
Too bad in ZvZ all your work gets covered in creep.
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your Country52797 Posts
On October 09 2011 00:03 chuky500 wrote: If you make your textures early, you can symmetrize them when you duplicate half your map. If you texture after you symmetrized the map there are more things to fix.
Too bad in ZvZ all your work gets covered in creep. Ahaha so true. I'll probably submit Korhal Brawl, Golgotha (needs work) and... ... ... Agarion Cliqivs?
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Just to make sure, I can submit more than 1 map right?
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your Country52797 Posts
On October 10 2011 04:28 EffectS wrote: Just to make sure, I can submit more than 1 map right? Read OP.
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your Country52797 Posts
On September 28 2011 15:29 Torte de Lini wrote:Show nested quote +Any selected maps may be altered by Blizzard to comply with ladder pool standards. [image blocked] Still excited! ProdiG gonna give it a shot? I might even bother fiddling with the thing. Maybe Barrin? ;D Torte, you should TOTALLY try mapmaking.
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Hey guys, im really eager to join this competition but I cant seem to get the sc2mapanalyzer working even with the solutions provided. when i run the exe it says:
"This application has failed to start because libstdc++-6.dll was not found. Re-installing the application may fix the problem."
Any help is appreciated. thanks!
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