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Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin |
On April 14 2014 05:02 skdeimos wrote:Show nested quote +On April 14 2014 02:57 OtherWorld wrote: I had some ideas and this came out, can something good be taken from that design?
If you're gonna make the entrances to bases that chokey, you need to open up the middle of the map more. Zerg needs to have somewhere they can force Protoss to waste forcefields and take a bad engagement, whether that's at the entrance to the base or along the attack route. If the entire attack route is chokey, Protoss sentry all-ins can just march across the map and you can never fight their army. Extreme chokiness can work if balanced with extreme openness - see SPL's Neo Fighting Spirit, although it was kind of imba for other reasons. Other than that, I like your map. Different third base choke layouts based on spawn configurations and a viable expansion path no matter where you spawn. Good shit - just open up the middle. You don't need so many ramps right next to each other with no openness whatsoever.
Ok, thanks for the feedback ! It tried to open it up, by widening ramps and opening the middle, hopefully it is better now?
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@OtherWorld: Definitely a step in the right direction! Have you considered rearranging the main and nat? The main ramp is in a really awkward position.
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These are the two maps that I am working on right now.
DuGalland
150x150
![[image loading]](http://i.imgur.com/M7ej6Mn.jpg)
UED Colony Ship
150x135
![[image loading]](http://i.imgur.com/Ogvy4cF.jpg)
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![[image loading]](http://i.imgur.com/GVuU9ao.jpg) bit crazy layout, would love to hear some opinions
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your Country52797 Posts
@ 19Meavis93 what's up with the symmetry? Looks off. @ Phaenoman Because top left is high ground and bottom right is low ground.
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^ haha, yes, nice. I think there should be one more base on each side though.
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scrap station could be a fantastic topic for a map challenge!
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Thinking of restarting the map jam Samro? 
I'm working on this large 4 player map:
![[image loading]](http://i.imgur.com/VMawQ88.jpg) (dimensions are 152x152)
and I'm wondering if I should make the lowground (white sand) areas just outside of the main entrance less open.
An image of the area, slightly zoomed out: + Show Spoiler +
thoughts?
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your Country52797 Posts
On May 01 2014 06:27 Namrufus wrote:Thinking of restarting the map jam Samro?  I was going to actually :o
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On May 01 2014 07:00 The_Templar wrote:Show nested quote +On May 01 2014 06:27 Namrufus wrote:Thinking of restarting the map jam Samro?  I was going to actually :o yes please, I loved those :D
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@namrufus: double expos behind chokepoints... and it seems pretty easy to zone out the movement options once you get set up, since there are only 2 routes around the map (inner circle and outer circle, with the open areas allowing transfer between the two). I definitely feel like there needs to be additional connections between the routes, or additional routes.
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On May 01 2014 07:00 The_Templar wrote:Show nested quote +On May 01 2014 06:27 Namrufus wrote:Thinking of restarting the map jam Samro?  I was going to actually :o
I have an idea for one, if you guys are looking for ideas. I would like to have a sort of two-phase map contest, I might organize it myself if I have time and I'm feeling ambitious.
The two phases would go like this: In the first phase, the rules would only allow for map layouts with no aesthetics allowed. We would then pick a winner of those or maybe a top 3. Then in the second phase, it would be only aesthetics. You'd take the map file from the winner (or pick one of the top 3) and do just the aesthetics from that map file. I think by having 2 (potentially) people going over the map you'd end up with a higher quality, and plus we could pick whether map X looks better as a beach map or a snow map.
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NAMRUFUS map: what EatThePath says.
On May 01 2014 06:27 Namrufus wrote:Thinking of restarting the map jam Samro? 
yes. it will either be 3p or remake of some bad early wol map :D focus should be on concept.
On May 02 2014 01:25 TheFish7 wrote:Show nested quote +On May 01 2014 07:00 The_Templar wrote:On May 01 2014 06:27 Namrufus wrote:Thinking of restarting the map jam Samro?  I was going to actually :o I have an idea for one, if you guys are looking for ideas. I would like to have a sort of two-phase map contest, I might organize it myself if I have time and I'm feeling ambitious. The two phases would go like this: In the first phase, the rules would only allow for map layouts with no aesthetics allowed. We would then pick a winner of those or maybe a top 3. Then in the second phase, it would be only aesthetics. You'd take the map file from the winner (or pick one of the top 3) and do just the aesthetics from that map file. I think by having 2 (potentially) people going over the map you'd end up with a higher quality, and plus we could pick whether map X looks better as a beach map or a snow map.
i think this is a great initiative, but many people are equally fond of their gameplay and visual design. so unsure what to think of it. also it is really different to the mapping challenge format that focuses on map crafting.
here is some stuff i worked on the last days.
14 base map / re-made my TLMC-fail to fit current metagame and polished the layout.
![[image loading]](http://i.imgur.com/CyVVWSQ.jpg)
16 base map / re-made my hots-beta map Frozen Shore, especially increased map height.
![[image loading]](http://i.imgur.com/5yzdSNP.jpg)
20 base map / from scratch
![[image loading]](http://i.imgur.com/Rlsda7x.jpg)
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@samro: [20base from scratch] That's my map! But much huger. XD I was trying to get it to work with pocket middle bases as viable 3rds without having a big map to support the center design. I like what you have though, it's very samro but it works well, much more interesting 20 base map than I've seen in a while. imo center too clumped and shouldn't have tower, just a hole/highground in the middle.
[14base remake] Make the whole center highground instead of those awkward ridges. Then you can also have cliffs sticking out overlooking the area between the losb grass, which will create a cool Valhalla effect where you have concentric routes that get the highground on each other, naturally promoting the longer and more center-oriented path, and making the center strategically important but open to tactical opportunism.
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On May 02 2014 06:44 EatThePath wrote:@samro: [20base from scratch] That's my map! But much huger. XD I was trying to get it to work with pocket middle bases as viable 3rds without having a big map to support the center design. I like what you have though, it's very samro but it works well, much more interesting 20 base map than I've seen in a while.  imo center too clumped and shouldn't have tower, just a hole/highground in the middle.
it's very samro but it works well plz define 'very samro' i am curious.
the map is 164x164 and i agree that the centre is a bit clumped. i will need to rework the golds. any ideas on these, their shape, level and access points?
On May 02 2014 06:44 EatThePath wrote: @samro: [14base remake] Make the whole center highground instead of those awkward ridges. Then you can also have cliffs sticking out overlooking the area between the losb grass, which will create a cool Valhalla effect where you have concentric routes that get the highground on each other, naturally promoting the longer and more center-oriented path, and making the center strategically important but open to tactical opportunism.
the circular plateau and the centre are right now on the same level with the bridges creating spacing. i am unsure if your idea wouldn't actually take away too much from the plateaus between the actual centre and the bases. but you are right about creating tactical opportunities by making the whole centre highround. what is the valhalla effect? the map is 156x156
On May 02 2014 06:44 EatThePath wrote: @samro: [16base remake] ... this map misses your input! the map is 164x156
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Hmm also like Ride of Valkyries, except I thought there was a space tileset BW map with a similar design but not entirely symmetric. I thought it was called Valhalla but I can't find it.
I guess the samro signature move is staggered ramps causing zigzaggy pathways through elevation changes. All of the maps you posted have it. :D
Not much to say about Frozen. The main looks kinda small. It might be interesting if you push it out into the nat a bit more, and then extend the ground of the nat up to the lowground 3rd instead of having that airspace cliff. I guess it makes the lowground base more harass vulnerable when expanding lategame horizontally.
I think the gold bases are perfect as is. Kind of like a Habitation Station gold base but not as easy to secure with a wall.
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Thought of Valkyries immediately - got your idea but not your made up reference! 
Regarding frozen's nat touching the lowground thirds I am pessimistic. Blink all in would find lots if surface when in horizontal spawns.
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On May 02 2014 01:25 TheFish7 wrote:Show nested quote +On May 01 2014 07:00 The_Templar wrote:On May 01 2014 06:27 Namrufus wrote:Thinking of restarting the map jam Samro?  I was going to actually :o I have an idea for one, if you guys are looking for ideas. I would like to have a sort of two-phase map contest, I might organize it myself if I have time and I'm feeling ambitious. The two phases would go like this: In the first phase, the rules would only allow for map layouts with no aesthetics allowed. We would then pick a winner of those or maybe a top 3. Then in the second phase, it would be only aesthetics. You'd take the map file from the winner (or pick one of the top 3) and do just the aesthetics from that map file. I think by having 2 (potentially) people going over the map you'd end up with a higher quality, and plus we could pick whether map X looks better as a beach map or a snow map.
That sounds absolutely incredible. If you want to organize something like this I would be open to help.
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