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Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin |
On June 09 2014 23:46 Vilham wrote:Hey, first SC2 map, haven't made a RTS map in about 10 years. This is my initial layout, fairly simple, checked out what the general requirements are in terms of resources/map size for a 1v1. I am thinking of adding a high yield to the top right and bottom left areas. Any feedback is greatly appreciated. ![[image loading]](http://i.imgur.com/2hQXrRW.jpg) [I added image so everyone could see] The main... is that a second entrance? Is it walled completely by the minerals of the 3rd base or is there a small gap? Competitive basically never us backdoor setups, so I would rethink this design. Among other problems warpins into the main can be very abusable.
Other than that this is a very creditable layout. The concept is focused and the proportions are roughly what they need to be. I might change the layout of the ramps in the middle to extend the distance between the 3rd bases. Otherwise it is quite short, and will lead to fairly basic push-across-the-tower-platform type games, like Antiga Shipyard but even more straightforward and with less options for strategic variation. Alternatively you could even flip the angle of the main / inbase nat and put the 3rd in a slightly different location (like where the inbase nat is now) to achieve this. Finally, it might be good to add another base in the SW/NE corners to use up some of that open space and add more lategame potential. Capping out at 5 bases is kind of rough for zerg in certain situations, and the center bases are rather unstable in the endgame.
Oh, and that highground pod by the 3rd should NOT be pathable, otherwise tanks/mine/colossus can control BOTH entrances.
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On June 13 2014 07:58 Gumdrop wrote:Homeland ![[image loading]](http://i.imgur.com/jwbK7w9.png) I just wanted to play around with a slightly different layout than normal. Some neat ideas here, I kind of like it. It's a bit small for current standards, imagine the lategame distance when the rocks are down. Almost a steppes of war at that point. I would try increasing the horizontal dimension and adding an additional base in the corners (keep the gold where it is in relation to the nat).
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your Country52797 Posts
…and it turns out EatThePath is actually masterminding the design behind everyone's maps. O.o
I changed my map to add what was recommended. I'm going to continue working on aesthetics (this is hard.. T_T)
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On June 13 2014 08:32 The_Templar wrote: …and it turns out EatThePath is actually masterminding the design behind everyone's maps. O.o
I changed my map to add what was recommended. I'm going to continue working on aesthetics (this is hard.. T_T) Keep at itttt.
I am basically the Mycroft of mapping.
But actually I'm basically the rec soccer coach of mapping.
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On June 13 2014 08:03 EatThePath wrote:Show nested quote +On June 10 2014 21:51 subtlerevolution wrote:Hi, just a little map for your consideration 4 player with free spawns Here is hoping it instills some ideas into more seasoned mapmakers works. ![[image loading]](http://i.imgur.com/k2x55cd.jpg) [I added image so others could see] Could you take a picture from an overhead position, and with higher graphics settings if possible? It's incredibly hard to see the map layout with the textures and this angle. In general your routes look too narrow and all the straight lines create awkward angles both gameplay wise and visually. Maybe if you use a more manmade look it would work better? what is that rocket ship looking thing?
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On June 13 2014 11:58 TheFish7 wrote:Show nested quote +On June 13 2014 08:03 EatThePath wrote:On June 10 2014 21:51 subtlerevolution wrote:Hi, just a little map for your consideration 4 player with free spawns Here is hoping it instills some ideas into more seasoned mapmakers works. ![[image loading]](http://i.imgur.com/k2x55cd.jpg) [I added image so others could see] Could you take a picture from an overhead position, and with higher graphics settings if possible? It's incredibly hard to see the map layout with the textures and this angle. In general your routes look too narrow and all the straight lines create awkward angles both gameplay wise and visually. Maybe if you use a more manmade look it would work better? what is that rocket ship looking thing? the "Nuke Tower Warfield" doodad
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+ Show Spoiler +On June 13 2014 08:03 EatThePath wrote:Show nested quote +On June 10 2014 21:51 subtlerevolution wrote:Hi, just a little map for your consideration 4 player with free spawns Here is hoping it instills some ideas into more seasoned mapmakers works. ![[image loading]](http://i.imgur.com/k2x55cd.jpg) [I added image so others could see] Could you take a picture from an overhead position, and with higher graphics settings if possible? It's incredibly hard to see the map layout with the textures and this angle. In general your routes look too narrow and all the straight lines create awkward angles both gameplay wise and visually. Maybe if you use a more manmade look it would work better? Thank you e t p I will upload a layout jpg. For info, the layout is purposefully deceptive, graphics (textures) are meant to disconcert / oppress players experiencing it. As for the uber cartesianism of the layout, I'm trying (loads of wip things to fix).
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(M) 2 Arctic Quarantine
![[image loading]](http://i.imgur.com/FTTlRo4l.jpg?1)
Hello again! My name is HunterForce and this is my map!
I need to work on a description.. lol.. (M) 2 Arctic Quarantine
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Here is my updated version of Homeland
![[image loading]](http://i.imgur.com/Ky5jjXU.png)
The map is 124x 156
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I'm currently working on my second map, this one: + Show Spoiler +
I hope i can get some feedback ^_^
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Hi guys, this is my first map, although heavily modified, because the first version turned out to be unplayable due to its layout. This is the new version. What are your thoughts?
Name: Aeons' Citadel Size: 184x124 (playable) Published on EU, US
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First attempt at a map. Feedback is appreciated. Name: Amerish (props to those who can spot the reference) Playable: 108x100 + Show Spoiler +
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On June 17 2014 18:08 subtlerevolution wrote:for your consideration: map layout It's hard to tell from the picture, but apparently you have ~23 destructible rocks on your map? I think that is going a bit overboard to say the least.
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United States845 Posts
On June 20 2014 01:58 marksomnian wrote:First attempt at a map. Feedback is appreciated. Name: Amerish (props to those who can spot the reference) Playable: 108x100 + Show Spoiler +
It's a Planetside reference.
Also, your mains are waaaaay tiny and on the low ground. That just won't work. I recommend mimicking the concepts prevalent in ladder maps for your first ones. Usually the main is high ground with a single-width ramp leading down to a relatively secure natural expansion. Right now, you could put an army on the high ground ridge and completely shut down your opponent. Put some tanks there especially and you can cover most of the main in siege fire.
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On June 20 2014 09:45 Coppermantis wrote:
It's a Planetside reference. Correct! Also, your mains are waaaaay tiny and on the low ground. That just won't work. I recommend mimicking the concepts prevalent in ladder maps for your first ones. Okay, redid the main, put it on the higher ground. + Show Spoiler +
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markso, I suggest you open up a ladder map in the editor and see how it is layered out. Next open a new file, and try and copy the map you saw before as accurately as possible. This will give you a better understanding on what are the proper dimensions and form of a map.
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On June 21 2014 19:50 moskonia wrote: markso, I suggest you open up a ladder map in the editor and see how it is layered out. Next open a new file, and try and copy the map you saw before as accurately as possible. This will give you a better understanding on what are the proper dimensions and form of a map. Correction: any ladder map that isn't Alterzim. Wouldn't want to give new mapmakers bad ideas lol.
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On June 21 2014 19:50 moskonia wrote: markso, I suggest you open up a ladder map in the editor and see how it is layered out. Next open a new file, and try and copy the map you saw before as accurately as possible. This will give you a better understanding on what are the proper dimensions and form of a map. Yeah, pretty much this, it is quite boring at the start, but it is very important for you to get a grab of the relations and distances in a map, specially when you are just starting.
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On June 16 2014 16:10 Rasias wrote:I'm currently working on my second map, this one: + Show Spoiler +I hope i can get some feedback ^_^ Interesting concept, excellent proportions for a second map. Unplayable because of the natural highground giving vision to the main. If you can fix this (by moving the natural high ground further from the main high ground) it can become a real interesting map. Keep in mind that the main needs enough space for Terran production buildings and should be at most two creep tumors away from the natural.
The middle looks a bit generic, but perhaps it creates an interestic dynamic with the short distance between the middle bases. The backdoor path that is blocked by rocks looks a bit squished, as if you were trying too hard to make the map fit into a nice rectangle shape. But maybe it's just the camera zoom that makes it look that way.
Rest looks fine to me.
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