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![[image loading]](http://i.imgur.com/rwNvW.jpg)
Galápagos v 0.4
Hello TeamLiquid
I present to you here, for your comments and criticisms, the result of my third foray into the Galaxy Editor. I'm still learning but I think I'm getting better at this. This particular map was inspired by a concept that a friend and I came up with in which mankind builds a future on an equatorial island. Incidentally, I'm busy with the Kurt Vonnegut novel Galápagos and I really like the ring of it.
As with my previous map, the design philosophy behind this map was to encourage aggressive and counter-attack orientated midgames and lategames as players find it harder to defend multiple expansions. Naturals, however, remain easy to defend and all races should be able to open with fast expand builds in the relevant matchups.
Map Information: Published: EU, NA Playable Bounds: 132 x 140 Full Bounds: 152 x 162 Spawns: 2 (1 o'clock and 7 o'clock)
Overview:
![[image loading]](http://i.imgur.com/bk040.jpg)
Large Overview
Textures: + Show Spoiler +
Analyzer Images: + Show Spoiler +
Bases: + Show Spoiler +
Aesthetics: + Show Spoiler +
Change Log: + Show Spoiler +v0.2 *Fixed the lighting - the map now looks like it does in this thread *Fixed an issue where the minimap appears black. I'm not entirely sure how I did it though.
v 0.3:
* Added ramps from the center to the high ground pods * Deleted center rocks, moved debris from wide ramps to new ramps * Increased the size of the mains * Fixed resource layout at naturals * modified textures, cleaned up texture work * Added overlord bluff top left, now symmetrical * Moved mammoth remains away from the center. * Altered lighting to be less bright, equally colourful * removed the flags * minor optimization.
v 0.4: * Fixed a dependency issue caused by patch 1.5 (so far EU only)
Version 0.3 has been uploaded! See the change log for specific changes but in short I followed WniO and monitor's adivce and added ramps from the centre to the highground pods and opened up the pathway. The rush distances are a lot more reasonable now, and hopefully it's not as base-racey. Players are still very much encouraged to use the highground, I hope.
Also, the map has at long last been published to the NA server, at least temporarily - though there seems to be issues with the dependencies which we hope to resolve soon.
Any comments and criticisms would be greatly appreciated. I would also really appreciate anyone sending me replays of games on this map, if would anyone be so inclined. I don't have enough time to properly play test this map, and I fear there may be a lot of problems - it's only my third map and I'm still learning everything. Replays would be really helpful!
Thanks for reading!
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United States10151 Posts
rush distances are too long imo.
third seems good. i just feel like that the base on high ground with the base on low ground huggin the cliff line seems a bit too close.
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On July 01 2012 02:59 FlaShFTW wrote: rush distances are too long imo.
third seems good. i just feel like that the base on high ground with the base on low ground huggin the cliff line seems a bit too close. That makes harassing them easier, but the ground distance is still decently long, so I don't think there's an issue there.
The rush distance is really long though, what's it like if you just remove the rocks? It looks fine, but I dunno. Also, I see what makes for a very small choke between the rocks, I don't think it's necessary.
Those colors in the rush distance shot are terrible, they're distracting and the rush lines blend with them. For the most part, the aesthetics are great, I'm worried the lighting is too strong though, it looks potentially distracting. And while there might be some issues with regard to game flow, I can tell you're getting better at this. I like it.
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Did FlashFTW just say the third was good?
O.o
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Lovely aesthetics. Only your Meinhoff Sand Dunes look a bit weird. Why didn´t you use falloff or low intensity? Btw you really should rather use some screens as LOSBs. They might not fit the island theme but are still better than the Toss/Xel´Naga ones in my opinion. Or what even about making an overgrown look and use natural LOSBs?
The layout is cool as far as I can tell. I do expect, however, the map to be extremely splitty due to the highground ramp layouts, watchtowers and blocked center choke. Because the ramps to the highgrounds are so close to the center chocke they are rather 1.5 chockes, not 2 chokes.
On July 01 2012 03:16 iGrok wrote: Did FlashFTW just say the third was good?
O.o
Why not? Protoss players are learning to hold Stephano style.
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Really pretty map. I thought the circles were the mains, in which case the map would be so interesting hahaha, you should see if you could possibly make that work!!
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Great aesthetics. Layout is nearly the same as my own WIP, which you probably will see in a couple of days
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i think maybe the middle more like this, so you dont get any strange encounters and inevitable base trades with that middle blocked off. i mean you might have to alter some things, or even connect the highgrounds, but i think this simple fix might be ok. actually this might make a sweet 2v2 map, with some alterations.
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Map is just awesome! I don't see anything wrong! Congrats!!! Any plan to upload it on NA? I would like to test this out!
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really nice, i'ld make the mains and nats abit bigger personally, but i've yet to see it ingame, but it looks really really nice.
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Wow, this map looks way cool! :D
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As the name is Galapagos, there should be islands
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this map is pretty cool IMO, It would be interesting to see this for 4 players...
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good map but why everyone maker put in 4 xelnagas better two or less 4 is to much map free control...
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First off, just from the overview, this map is drop-dead gorgeous. Seriously man, you make me want to live there.
On the gameplay side of things, if you simply moved the rocks from one side of the ramp to the other, that would decrease the rush distance without really affecting the rest of the gameplay. Also, having 2 sets of rocks in the middle seems unnecessarily cumbersome. you might not even need any at all in the center, though I don't know what that would do to your rush distance.
The sixth base looks almost impossible to take for either player; it has high ground on one side and a big open path on the other. I don't really have any suggestions, mostly because I'm not sure which player you want to take that base. Maybe make it a gold?
I haven't looked at it in game, but just from the previews it looks amazing.
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Hello
Thank you all so much for the great feedback - I intend to respond to everything soon. For now, I just want to warn anyone trying to play the map: there is a bug which makes the minimap appear black, and the lighting is broken. So it looks awful, but I'm investigating the causes and will upload a fixed version ASAP. Any help fixing the bug would also be rewarded with intense, if admittedly brief, gratitude from yours truly!
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On July 01 2012 08:09 Mullet_Ben wrote: First off, just from the overview, this map is drop-dead gorgeous. Seriously man, you make me want to live there.
I haven't looked at it in game, but just from the previews it looks amazing.
I have to agree with this, that's one of the most beautiful maps I've seen. However, I'm not knowledgable enough to give valuable gameplay feedback, sorry.
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Hey Sein!
Just wanted to say that this is a great looking map. As previously mentioned, definitely try and see if the map works without the rocks.
As to your lighting/minimap issue. It is a pretty common problem due to custom texture sets and lighting sets. I'm not sure what your exact setup is -- but if you have lighting that is not based on any of the textures you are using, this could be the problem. Try using a base light that is part of your existing textures, and set it to the settings that you want. Save the light, update your lighting map, save the map, and then publish with the "lighting" window open. No guarantees, but definitely worth a shot as a fix (works for me).
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Holy shit this is the most beautiful map I've seen.
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