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On June 16 2012 21:15 moskonia wrote:LOL! just realized the center looks like an eye  Anyways, I don't think the map is to big, what is the distance between the main ramps?
Yeah I want to know that as well, but the thing is the map analyzer doesnt work for me for some reason... Can anyone do it?
Haha it does, I tried to make it as symmetrical as possible, but i dont think complete symmetry is necesary, if you look at blizz maps they're not completely symmetrical.
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Ok. That seems like a good idea. WIll try that out. Thanks!
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I'm back with the results! Some interesting things I found: - Surprisingly, every "closer" spawns all had the same rush distance of 41! I was so shocked. - Cross spawns have different rush distances, but I think it's ok to have them different because it's cross spawn. - none of the scouting patterns actually go thru the watchtower! (from ramp to ramp pathing only though) - Main to ramp is quite similar except for the top and the bottom.
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These are very standard timings, the map size is good, don't change it
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On June 17 2012 21:55 moskonia wrote:These are very standard timings, the map size is good, don't change it 
The distances are from main ramp to main ramp, which kinda worries me a little. Do you think natural to natural dist would be fine?
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New Update to the Map!
![[image loading]](http://i.imgur.com/YPdXb.jpg) - Changed the Barriers in the Center so they're clearer for the players - Filled in spaces between ramps so things like blink stalkers getting stuck there cannot happen anymore - Changed some looks!
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On June 24 2012 17:23 Bswhunter wrote: Cool map
Thanks. Also, Map Update:
![[image loading]](http://i.imgur.com/IMDGk.jpg) Every ramp except the center ones have been standardized (T.T) There is now a guide in the loading screen that tells you about the map.
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I can imagine tanks on the high ground at the third (?) (which is blocked by the minerals) being a hell to clear up. Some sort of siege tank all in vs 1 rax CC can be devastating.
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Less is more, one universal rule says: once something becomes to complicated, it has to be made simple. I understand you've put a lot of work into this. So i commend you for the great effort, but sometimes one have to give up that shiny idea, and look at it from a different perspective. Keep up the enthusiasm, and try again
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On June 25 2012 21:12 xTrim wrote: I can imagine tanks on the high ground at the third (?) (which is blocked by the minerals) being a hell to clear up. Some sort of siege tank all in vs 1 rax CC can be devastating. You cannot hit the natural from the high ground. I understand it'll be difficult to clear up though. I guess if you see this coming you should clear the mineral fields? I haven't seen enough games to be sure, though.
On June 25 2012 21:33 Guardian85 wrote:Less is more, one universal rule says: once something becomes to complicated, it has to be made simple. I understand you've put a lot of work into this. So i commend you for the great effort, but sometimes one have to give up that shiny idea, and look at it from a different perspective. Keep up the enthusiasm, and try again  What? firstly, you're contradicting yourself, you said it has to be made simple, and then you said to give up... Doesn't make sense. Also, I don't think you're in a position to tell people to give up what they're doing; plus, you haven't given ANY reason why, probably because you don't understand much about mapmaking.
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United States10141 Posts
On June 26 2012 09:51 kim9067 wrote:Show nested quote +On June 25 2012 21:12 xTrim wrote: I can imagine tanks on the high ground at the third (?) (which is blocked by the minerals) being a hell to clear up. Some sort of siege tank all in vs 1 rax CC can be devastating. You cannot hit the natural from the high ground. I understand it'll be difficult to clear up though. I guess if you see this coming you should clear the mineral fields? I haven't seen enough games to be sure, though. Show nested quote +On June 25 2012 21:33 Guardian85 wrote:Less is more, one universal rule says: once something becomes to complicated, it has to be made simple. I understand you've put a lot of work into this. So i commend you for the great effort, but sometimes one have to give up that shiny idea, and look at it from a different perspective. Keep up the enthusiasm, and try again  What? firstly, you're contradicting yourself, you said it has to be made simple, and then you said to give up... Doesn't make sense. Also, I don't think you're in a position to tell people to give up what they're doing; plus, you haven't given ANY reason why, probably because you don't understand much about mapmaking. calm down you two. a map is a map. you dont have to give up on anything. guardian dont tell others to give up and stuff until you make a map yourself and see how it feels.
kim, keep going with this. submit it to MotM if you want. Its come a long way. Why waste your efforts here?
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On June 26 2012 10:00 FlaShFTW wrote:Show nested quote +On June 26 2012 09:51 kim9067 wrote:On June 25 2012 21:12 xTrim wrote: I can imagine tanks on the high ground at the third (?) (which is blocked by the minerals) being a hell to clear up. Some sort of siege tank all in vs 1 rax CC can be devastating. You cannot hit the natural from the high ground. I understand it'll be difficult to clear up though. I guess if you see this coming you should clear the mineral fields? I haven't seen enough games to be sure, though. On June 25 2012 21:33 Guardian85 wrote:Less is more, one universal rule says: once something becomes to complicated, it has to be made simple. I understand you've put a lot of work into this. So i commend you for the great effort, but sometimes one have to give up that shiny idea, and look at it from a different perspective. Keep up the enthusiasm, and try again  What? firstly, you're contradicting yourself, you said it has to be made simple, and then you said to give up... Doesn't make sense. Also, I don't think you're in a position to tell people to give up what they're doing; plus, you haven't given ANY reason why, probably because you don't understand much about mapmaking. calm down you two. a map is a map. you dont have to give up on anything. guardian dont tell others to give up and stuff until you make a map yourself and see how it feels. kim, keep going with this. submit it to MotM if you want. Its come a long way. Why waste your efforts here? I totaly agree. I like this idea so much. It would be a waste if you'd let go.
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On June 29 2012 12:16 Sjokola wrote:Show nested quote +On June 26 2012 10:00 FlaShFTW wrote:On June 26 2012 09:51 kim9067 wrote:On June 25 2012 21:12 xTrim wrote: I can imagine tanks on the high ground at the third (?) (which is blocked by the minerals) being a hell to clear up. Some sort of siege tank all in vs 1 rax CC can be devastating. You cannot hit the natural from the high ground. I understand it'll be difficult to clear up though. I guess if you see this coming you should clear the mineral fields? I haven't seen enough games to be sure, though. On June 25 2012 21:33 Guardian85 wrote:Less is more, one universal rule says: once something becomes to complicated, it has to be made simple. I understand you've put a lot of work into this. So i commend you for the great effort, but sometimes one have to give up that shiny idea, and look at it from a different perspective. Keep up the enthusiasm, and try again  What? firstly, you're contradicting yourself, you said it has to be made simple, and then you said to give up... Doesn't make sense. Also, I don't think you're in a position to tell people to give up what they're doing; plus, you haven't given ANY reason why, probably because you don't understand much about mapmaking. calm down you two. a map is a map. you dont have to give up on anything. guardian dont tell others to give up and stuff until you make a map yourself and see how it feels. kim, keep going with this. submit it to MotM if you want. Its come a long way. Why waste your efforts here? I totaly agree. I like this idea so much. It would be a waste if you'd let go.
Thanks, you gave me a confidence booster. I'm working on a few more changes, such as the airspace between the main and the naturals, which some spawns have more than others.
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I'm coming off of a bad arm injury, otherwise I would try it out w/ friends and give some feedback.
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This looks solid, Polish up the visuals and submit it to MotM when you can, I like it, and it looks competitive
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On July 01 2012 10:24 Sjokola wrote: I'm coming off of a bad arm injury, otherwise I would try it out w/ friends and give some feedback.
Thanks for giving me support on my map. I know it's very unconventional, so it may look like it's unplayable, but I want to try my best at it.
On July 01 2012 11:13 BluePanther wrote: This looks solid, Polish up the visuals and submit it to MotM when you can, I like it, and it looks competitive
I don't know what to do with the visuals actually, hopefully a pro can help me out xP
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Map Update:
-Equalized map boundary between main and natural -Equalized natural size -Equalized the central bases, the top and the bottom ones -Fixed Starting positions so that they are all visible now
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