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[M] (2) Sandfold- - Page 2

Forum Index > SC2 Maps & Custom Games
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ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
August 19 2012 16:58 GMT
#21
The islands can be removed i think, the map doesnt need them
KCCO!
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
Last Edited: 2012-08-19 17:26:46
August 19 2012 17:26 GMT
#22
On August 20 2012 01:58 ihasaKAROT wrote:
The islands can be removed i think, the map doesnt need them

They're there so I have 12 bases :p
yay second page
ModeratorI am still alive, somehow
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
September 02 2012 23:50 GMT
#23
Update :o
ModeratorI am still alive, somehow
TL+ Member
shizaep
Profile Blog Joined January 2011
Canada2920 Posts
September 03 2012 01:27 GMT
#24
Really love the layout of the current version. The base flow is really good, imo. Gives you decent options, doesn't suffer too much from circle syndrome.
Arguably, the plains on either side of the center rocks are a little too open, perhaps a bit of a non-traversible cliff at either one.

As far as other balance quirks I have with it, the rocks near the islands overlooking the base, maybe add a small ramp leading to them.
And drop either some rocks or a neutral creep tumor on the island bases, I think Metropolis sets a pretty strong precedent regarding island bases in competitive play. But w/e, that can be added later, along with the depot, don't worry about it now.

Once you are finished withe the aesthetics, I think it could be a really, really solid map, imho. It for sure has come 1000 miles since version 0.0 so I'm looking forward to the finished product. Good luck.
You mean I just write stuff here and other people can see it?
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
September 03 2012 02:32 GMT
#25
@shizaep:

Really love the layout of the current version. The base flow is really good, imo. Gives you decent options, doesn't suffer too much from circle syndrome.

Good, they plaguued my previous maps.


Arguably, the plains on either side of the center rocks are a little too open, perhaps a bit of a non-traversible cliff at either one.


You're right. I had that mostly under control in 0.2 but the tweaking I did made it quite a bit more open than I expected. Will fix.

As far as other balance quirks I have with it, the rocks near the islands overlooking the base, maybe add a small ramp leading to them.

I don't really see how that's necessary. The bases on each side of the rocks are on the same level. To do that would require massive reworking. If you can explain how that helps the map I will definitely give it a shot.


And drop either some rocks or a neutral creep tumor on the island bases, I think Metropolis sets a pretty strong precedent regarding island bases in competitive play. But w/e, that can be added later, along with the depot, don't worry about it now.

Hmm. Okay.

Once you are finished withe the aesthetics, I think it could be a really, really solid map, imho. It for sure has come 1000 miles since version 0.0 so I'm looking forward to the finished product. Good luck.

I can't do aesthetics
Thank you!
ModeratorI am still alive, somehow
TL+ Member
shizaep
Profile Blog Joined January 2011
Canada2920 Posts
September 03 2012 03:17 GMT
#26
What I meant when I said "the rocks" was the high ground areas overlooking the bases that are near the islands but part of the mainland. I understand it is for harassment purposes but with no way to access it, it's somewhat Terran favoured. (think LT TvZ)
It's on the 5th/6th base so I don't think it will make too much of a difference but if you want to achieve the best possible balance, it's definitely something to think about.
You mean I just write stuff here and other people can see it?
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
September 03 2012 03:21 GMT
#27
On September 03 2012 12:17 shizaep wrote:
What I meant when I said "the rocks" was the high ground areas overlooking the bases that are near the islands but part of the mainland. I understand it is for harassment purposes but with no way to access it, it's somewhat Terran favoured. (think LT TvZ)
It's on the 5th/6th base so I don't think it will make too much of a difference but if you want to achieve the best possible balance, it's definitely something to think about.

Oh, I see.
I'm trying to encourage more strategical and positional play, and I'm hoping that highground may help a bit in promoting it. If it turns out to be a problem I'll remove it.
ModeratorI am still alive, somehow
TL+ Member
shizaep
Profile Blog Joined January 2011
Canada2920 Posts
September 03 2012 03:51 GMT
#28
Yeah, theory is one thing but only the play testing will show what is imbalanced and what is not. As a zerg player, it definitely worries me a little bit but perhaps it can work out as a "tactical feature". That base prolly won't be taken until late game so perhaps the later tech like infestors/mutas will make the high ground negligible. But, like you said, everything will float up in playtesting. Anyways, gogo good luck with finishing the map.
You mean I just write stuff here and other people can see it?
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
September 03 2012 03:52 GMT
#29
On September 03 2012 12:51 shizaep wrote:
Yeah, theory is one thing but only the play testing will show what is imbalanced and what is not. As a zerg player, it definitely worries me a little bit but perhaps it can work out as a "tactical feature". That base prolly won't be taken until late game so perhaps the later tech like infestors/mutas will make the high ground negligible. But, like you said, everything will float up in playtesting. Anyways, gogo good luck with finishing the map.

Exactly my thoughts, thank you.
Just out of curiousity, why are you the only other person posting in this thread? :0
ModeratorI am still alive, somehow
TL+ Member
shizaep
Profile Blog Joined January 2011
Canada2920 Posts
September 03 2012 04:16 GMT
#30
Dunno, the "custom maps" section of TL isn't exactly the most populated place. Many threads here, especially lesser known/amateur mapmakers only get a few comments. I think people here have dropped a decent amount of feedback. Just keep updating the map, bit by bit and and people will say something if they feel it needs to be said.
You mean I just write stuff here and other people can see it?
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
September 03 2012 14:03 GMT
#31
On September 03 2012 13:16 shizaep wrote:
Dunno, the "custom maps" section of TL isn't exactly the most populated place. Many threads here, especially lesser known/amateur mapmakers only get a few comments. I think people here have dropped a decent amount of feedback. Just keep updating the map, bit by bit and and people will say something if they feel it needs to be said.

Yeah, I know, but eventually I run out of things to fix :D
ModeratorI am still alive, somehow
TL+ Member
FlaShFTW
Profile Blog Joined February 2010
United States10545 Posts
September 03 2012 15:01 GMT
#32
On August 18 2012 13:32 Coppermantis wrote:
Lots of open space in the center. I think it could use a little more chokieness around what I assume is the third base. On a different note, I like how you made the header with terrain. Cool idea, I might try it for one of my threads.

HEY THATS MY JOB!

really good map! i didn't help you on this one
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
Last Edited: 2012-09-03 15:43:04
September 03 2012 15:42 GMT
#33
On September 04 2012 00:01 FlaShFTW wrote:
Show nested quote +
On August 18 2012 13:32 Coppermantis wrote:
Lots of open space in the center. I think it could use a little more chokieness around what I assume is the third base. On a different note, I like how you made the header with terrain. Cool idea, I might try it for one of my threads.

HEY THATS MY JOB!

XD

really good map! i didn't help you on this one

Sorry, there are a lot of really, really good mappers here :o
ModeratorI am still alive, somehow
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
September 08 2012 01:19 GMT
#34
Small update.
Is anyone willing to do (decent) aesthetics for this map?
ModeratorI am still alive, somehow
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
September 08 2012 14:06 GMT
#35
Bug fixes
ModeratorI am still alive, somehow
TL+ Member
RFDaemoniac
Profile Joined September 2011
United States544 Posts
September 08 2012 18:41 GMT
#36
This has really turned into an awesome map ^_^

I would be willing to do some texturing and cliffing work on it. How would you feel about me changing slight things in the outline of cliffs?
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 08 2012 21:15 GMT
#37
On September 09 2012 03:41 RFDaemoniac wrote:
This has really turned into an awesome map ^_^

I would be willing to do some texturing and cliffing work on it. How would you feel about me changing slight things in the outline of cliffs?

I agree it looks good. =]
Comprehensive strategic intention: DNE
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
September 08 2012 21:49 GMT
#38
On September 09 2012 03:41 RFDaemoniac wrote:
This has really turned into an awesome map ^_^

I would be willing to do some texturing and cliffing work on it. How would you feel about me changing slight things in the outline of cliffs?

I would be perfectly fine with that :D


On September 09 2012 06:15 EatThePath wrote:
Show nested quote +
On September 09 2012 03:41 RFDaemoniac wrote:
This has really turned into an awesome map ^_^

I would be willing to do some texturing and cliffing work on it. How would you feel about me changing slight things in the outline of cliffs?

I agree it looks good. =]

Thanks :D
ModeratorI am still alive, somehow
TL+ Member
Areith
Profile Joined May 2012
Germany19 Posts
September 09 2012 05:04 GMT
#39
no doodads?
:)
ArcticRaven
Profile Joined August 2011
France1406 Posts
September 09 2012 09:15 GMT
#40
Doodads are for weaklings.
[Govie] Wierd shit, on a 6 game AP winning streak with KOTL in the trench. I searched gandalf quotes and spammed them all game long, trenchwarfare247, whateva it takes!
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