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Active: 1604 users

[M] (2) Crystal Scar

Forum Index > SC2 Maps & Custom Games
Post a Reply
Areith
Profile Joined May 2012
Germany19 Posts
Last Edited: 2012-09-04 17:47:18
July 30 2012 12:59 GMT
#1
hey there,

i did a remake of my first map Crystal Scar and fixed a lot of balance and aesthetic issues. I hope u guys like it

It´s publishes on EU & NA

overview:
[image loading]


Textures
+ Show Spoiler +
Xil Dirt
Xil Dirt Cracked
Ulaan Grunge
Xil Sand Cracked
Shakuras Bricks
Xil Dirt Rocky
Valhalla Sand
Valhalla Rock


Map Size
+ Show Spoiler +
Playable: 155x117
Main to Main: 34.0 s
Natural to Natural: 26.4 s


Aesthetics
+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]


just for the record.... here the old version:
+ Show Spoiler +
[image loading]


Feedback highly recommended!
:)
Aunvilgod
Profile Joined December 2011
2653 Posts
July 30 2012 13:55 GMT
#2
Regarding the gameplay, I think the 3rd is too easy to hold to provide interesting games. The same is true for the 4th. I think you should either remove one of these bases all together or make them both 6m1hyg.

You´re aesthetics are quite nice, but your edges are still a tad too straight in my opinion.

And you can´t just put random protoss decals everywhere.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
Monochromatic
Profile Blog Joined March 2012
United States998 Posts
July 30 2012 15:29 GMT
#3
On July 30 2012 22:55 Aunvilgod wrote:
Regarding the gameplay, I think the 3rd is too easy to hold to provide interesting games. The same is true for the 4th. I think you should either remove one of these bases all together or make them both 6m1hyg.


Took the words right out of my mouth. Move the third back some, and make another path into the 4th.

On July 30 2012 22:55 Aunvilgod wrote:
And you can´t just put random protoss decals everywhere.


Hey, that is like 25% of Aesthetics on most maps. TDA and CK especially.
MC: "Guys I need your support! iam poor make me nerd baller" __________________________________________RIP Violet
Areith
Profile Joined May 2012
Germany19 Posts
July 30 2012 16:02 GMT
#4
all right guys, thanks for the feedback so far, i appreciate it
:)
U_G_L_Y
Profile Blog Joined July 2011
United States516 Posts
July 30 2012 16:13 GMT
#5
On July 30 2012 22:55 Aunvilgod wrote:
Regarding the gameplay, I think the 3rd is too easy to hold to provide interesting games. The same is true for the 4th. I think you should either remove one of these bases all together or make them both 6m1hyg.

You´re aesthetics are quite nice, but your edges are still a tad too straight in my opinion.

And you can´t just put random protoss decals everywhere.

Disagree 1000%.

Great map.
FlaShFTW
Profile Blog Joined February 2010
United States10230 Posts
July 30 2012 17:40 GMT
#6
map is too splitable tbh. no bases in contention to each other.

the third is fine. its the same as ohana except ohana had a much more open one, but its not that easy of a third, harder than taking a shakuras third tbh.

Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Semmo
Profile Joined June 2011
Korea (South)627 Posts
July 31 2012 01:48 GMT
#7
Hello. Well done on your first map.

One thing to think about your future maps:
Use all the space possible in your map bounds, it's BOUND to get a somewhat high quality if you do so (eh? Get the joke? sorry)
No cardinal Ramps if you can (people will hate you for it, also wall offs, FF, all these problems)
I hate protoss decals

good luck!
Mapmaker of Frost, Fruitland and Bridgehead
Insomni7
Profile Joined June 2011
667 Posts
Last Edited: 2012-07-31 05:19:49
July 31 2012 03:32 GMT
#8
I think you wanted to have two ramps into both 4ths. The bottom fourth looks like there is only one entrance. However I really don't have much of a problem wit this map. It is somewhat splittable but it isnt terrible, (Certainly isn't any Metropolis) and the fourth does not seem at all too easy to take. In some strange way, how the four middle bases are set up kinda remind me of cloud kingdom, save with one extra base before you have to move out toward this region. I think its a well set up map.

Edit: ah i see you fixed the 4th
Never Forget.
Coppermantis
Profile Joined June 2012
United States845 Posts
July 31 2012 05:34 GMT
#9
On July 31 2012 02:40 FlaShFTW wrote:

the third is fine.




O_o

Actually, I agree. The thirds are okay. Also, the middle reminds me of cloud Kingdom which I guess is a good thing.
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-07-31 06:54:13
July 31 2012 06:53 GMT
#10
This is better than most of the maps here, gameplay-wise. Not as pretty as some to be sure (and some people will nitpick about straight lines and other nonsense), but I'd rather play this. There is the small issue of the 1 "cardinal ramp" (which means ramps that face in one of the cardinal directions - North/South/East/West - you don't want this since it messes up forcefields and other things) on each side but that is an easy fix.

GJ, hope you make more once this one is finished.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
Insomni7
Profile Joined June 2011
667 Posts
Last Edited: 2012-07-31 07:04:44
July 31 2012 07:04 GMT
#11
On July 31 2012 15:53 Fatam wrote:
This is better than most of the maps here, gameplay-wise. Not as pretty as some to be sure (and some people will nitpick about straight lines and other nonsense), but I'd rather play this. There is the small issue of the 1 "cardinal ramp" (which means ramps that face in one of the cardinal directions - North/South/East/West - you don't want this since it messes up forcefields and other things) on each side but that is an easy fix.

GJ, hope you make more once this one is finished.

Why can't i find this one cardinal ramp anywhere? Am i just blind?

edit: Oooooh I see, under the rocks hehe.
Never Forget.
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
July 31 2012 12:46 GMT
#12
Pretty good for a first try. There is a lot of disused space around the edge, try to minimise this by making your layout more compact.

Aesthetics wise, you've got the right idea differentiating between the levels with textures, but your use of doodads seems disjointed. Try to have an overarching idea for the aesthetics, you will naturally get better at this as you become more familiar with the doodads and textures.

Unless you want to completely overhaul this I suggest leaving it as-is and moving on to a new map. Tweaking maps will only get you so far, making more maps will help you get better aquatinted with the process. You can always revisit it later.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Areith
Profile Joined May 2012
Germany19 Posts
July 31 2012 13:55 GMT
#13
On July 31 2012 21:46 OxyGenesis wrote:
Pretty good for a first try. There is a lot of disused space around the edge, try to minimise this by making your layout more compact.

Aesthetics wise, you've got the right idea differentiating between the levels with textures, but your use of doodads seems disjointed. Try to have an overarching idea for the aesthetics, you will naturally get better at this as you become more familiar with the doodads and textures.

Unless you want to completely overhaul this I suggest leaving it as-is and moving on to a new map. Tweaking maps will only get you so far, making more maps will help you get better aquatinted with the process. You can always revisit it later.


sounds legit :D
will start on the next map tomorrow, just need some more inspiration^^
:)
Areith
Profile Joined May 2012
Germany19 Posts
September 04 2012 19:52 GMT
#14
this is a new map, so *bump*
:)
TomTerry
Profile Joined March 2011
Germany11 Posts
September 05 2012 10:28 GMT
#15
already played it a few times, and I like it quite a lot
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 05 2012 12:22 GMT
#16
This map has no major problems. Make more.
Comprehensive strategic intention: DNE
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