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[M] (6) Hextower (1v1 map) - Page 3

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 All
Semmo
Profile Joined June 2011
Korea (South)627 Posts
June 16 2012 12:56 GMT
#41
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.
Mapmaker of Frost, Fruitland and Bridgehead
moskonia
Profile Joined January 2011
Israel1448 Posts
June 16 2012 13:00 GMT
#42
You can manually check the distance by checking how much time it takes for a worker to reach from main ramp to main ramp and comparing it to the known values of this thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=324475
Semmo
Profile Joined June 2011
Korea (South)627 Posts
June 17 2012 01:15 GMT
#43
On June 16 2012 22:00 moskonia wrote:
You can manually check the distance by checking how much time it takes for a worker to reach from main ramp to main ramp and comparing it to the known values of this thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=324475


Ok. That seems like a good idea. WIll try that out. Thanks!
Mapmaker of Frost, Fruitland and Bridgehead
Semmo
Profile Joined June 2011
Korea (South)627 Posts
June 17 2012 01:50 GMT
#44
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.
[image loading]
Mapmaker of Frost, Fruitland and Bridgehead
moskonia
Profile Joined January 2011
Israel1448 Posts
June 17 2012 12:55 GMT
#45
These are very standard timings, the map size is good, don't change it
Semmo
Profile Joined June 2011
Korea (South)627 Posts
June 18 2012 01:01 GMT
#46
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?
Mapmaker of Frost, Fruitland and Bridgehead
Semmo
Profile Joined June 2011
Korea (South)627 Posts
June 24 2012 07:43 GMT
#47
New Update to the Map!
[image loading]
- 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!
Mapmaker of Frost, Fruitland and Bridgehead
Bswhunter
Profile Blog Joined May 2010
Australia954 Posts
June 24 2012 08:23 GMT
#48
Cool map
Stop browsing and do whatever it is you're supposed to do. TL will still be here when you get back
Semmo
Profile Joined June 2011
Korea (South)627 Posts
June 25 2012 10:41 GMT
#49
On June 24 2012 17:23 Bswhunter wrote:
Cool map


Thanks.
Also, Map Update:
[image loading]
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.
Mapmaker of Frost, Fruitland and Bridgehead
xTrim
Profile Joined April 2011
472 Posts
June 25 2012 12:12 GMT
#50
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.
Guardian85
Profile Joined May 2012
162 Posts
Last Edited: 2012-06-25 12:36:11
June 25 2012 12:33 GMT
#51
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
Semmo
Profile Joined June 2011
Korea (South)627 Posts
Last Edited: 2012-06-26 00:53:37
June 26 2012 00:51 GMT
#52
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.
Mapmaker of Frost, Fruitland and Bridgehead
FlaShFTW
Profile Blog Joined February 2010
United States10274 Posts
June 26 2012 01:00 GMT
#53
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?
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Sjokola
Profile Joined November 2010
Netherlands800 Posts
June 29 2012 03:16 GMT
#54
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.
Semmo
Profile Joined June 2011
Korea (South)627 Posts
July 01 2012 00:38 GMT
#55
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.
Mapmaker of Frost, Fruitland and Bridgehead
Sjokola
Profile Joined November 2010
Netherlands800 Posts
Last Edited: 2012-07-01 11:10:10
July 01 2012 01:24 GMT
#56
I'm coming off of a bad arm injury, otherwise I would try it out w/ friends and give some feedback.
BluePanther
Profile Joined March 2011
United States2776 Posts
July 01 2012 02:13 GMT
#57
This looks solid, Polish up the visuals and submit it to MotM when you can, I like it, and it looks competitive
Semmo
Profile Joined June 2011
Korea (South)627 Posts
July 02 2012 00:32 GMT
#58
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
Mapmaker of Frost, Fruitland and Bridgehead
Semmo
Profile Joined June 2011
Korea (South)627 Posts
July 04 2012 10:48 GMT
#59
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
[image loading]
Mapmaker of Frost, Fruitland and Bridgehead
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