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Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin |
On September 29 2014 05:15 dracomanm wrote:It's very different, and therefore harder to judge simply by looking at it. Things I can tell at a glance: The map feels very chokey, especially the 3-6 o'clock parts of it. You really don't need that many bases (counting 8 per side, excluding the mains), make that like 4-5 and give them the space they deserve. To borrow a tip from earlier in this thread, just walk around the map with a 200/200 army to see how it feels. You want to avoid vertical/horizontal ramps as much as possible, especially on the natural ramp. Are the small patches of highground nonpathable? The concept is absolutely interesting, play around with it some more  Thanks for the comments/suggestions.
I think I have this problem where I just add bases when I feel like part of the map lacks any strategic value (no reason to send your army there) which is a bad idea.
Kind of new to map making: Why avoid horizontal/vertical ramps? Screws up some walls?
The patches of high-ground are currently un-pathable -- I might make one or two spots pathable later, but right now I'm still fiddling with the overall layout.
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Not only bases have strategic value, crossroads/ramps/xel'naga towers and pathways all have positional value. Try looking at ladder maps or other maps in this forum, imagine a number of bases you have and ask yourself "where would I put my army", and then "why?". The ability to attack/defend is often worth just as much as a base.
EDIT: In addition to this, give your bases some space, there's not going to be much fighting on a place where you can barely fit a building there. The creep spread around a hatchery is a useful guideline for this.
Horizontal/vertical ramps are usually awkward to move around on, since pathing is distorted in a way that's hard to visualise (the shortest path isn't a straight line), diagonal ramps don't have that problem. Also blocking said ramps is alot harder.
Don't be afraid to just jack a bunch of buildings on your map to see how it looks and how big it feels compared to a bunch of different army sizes.
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your Country52797 Posts
![[image loading]](http://i.imgur.com/LHaofGv.jpg)
Size: 176^2 (yeah it's pretty big)
On October 02 2014 03:08 moskonia wrote: Wow did not realize it was this big, kinda crazy to make a map so big, especially since you don't like to do aesthetics (I think). Is it bigger than Alterzim? Alterzim is 192x192, so no.
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Wow did not realize it was this big, kinda crazy to make a map so big, especially since you don't like to do aesthetics (I think). Is it bigger than Alterzim?
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EDIT: will re edit, (not repost.) if I need still help
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That's a cool map Templar. I dig the expansion pattern. It looks like you've avoided any imbalance for all spawns with the easy 3 and the choices for 4th. very cool
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new map. similar concept to my last map but smaller and cleaner.
![[image loading]](http://i.imgur.com/f2cUjnM.png) 104x128 10 bases the main is out of blink range from that long and close low ground ridge.
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Sorry if this is getting spammy. Lots of free time all of a sudden...
![[image loading]](http://i.imgur.com/5G6ccaZ.png) 136x136 12 bases The overview doesn't show them but there are LoS blockers in a weird X around the watchtower.
It seems to fall victim to the classic rotational imbalance, but practice is practice. Maybe it's adaptable into a 2p map.
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+ Show Spoiler +On October 07 2014 13:52 Xenotolerance wrote:Sorry if this is getting spammy. Lots of free time all of a sudden... ![[image loading]](http://i.imgur.com/5G6ccaZ.png) 136x136 12 bases The overview doesn't show them but there are LoS blockers in a weird X around the watchtower. It seems to fall victim to the classic rotational imbalance, but practice is practice. Maybe it's adaptable into a 2p map. Swastika! Just kidding. People are not going to like that blink into the main, and I think you should make that area a little wider above the potential 3rd / 4th.
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Will create map thread as soon as I can get rid of some minor issues. Size is 152x144.
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consider changing the lighting, bloom seems to be very distasteful for the majority.
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your Country52797 Posts
On October 07 2014 23:13 And G wrote:Will create map thread as soon as I can get rid of some minor issues. Size is 152x144. + Show Spoiler +
"Yup, this is definitely an And G map."
I like it. Seems weird to defend 5 bases, feels like your opponent can always catch you vulnerable somewhere.
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Threw up a little 4p 12bases layout. I like this type of maps because they are very difficult to make balanced , since circle syndrome is too stronk here. Very unsatisfied with the natural setup , will change it definitely.
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that's awesome.
I am trying to choose a 4th base. It looks really hard. The counter-clockwise natural or the clockwise gold I suppose. Fast map good map tho
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The little pockets between the grass in the middle and the gold expansions seems not that useful. Maybe you'd get a bit of a surround at some point early on? What other uses do you see for them?
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![[image loading]](http://i.imgur.com/tUJzNzs.png) now 144x144 All bases are slightly bigger, esp 3rd-4th. Taking it as an alternate 3rd is easier too with it being closer and a larger ramp in that direction.
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maps maps maps
![[image loading]](http://i.imgur.com/qtcmIZZ.png)
156x96 8 regular 2 gold Another attempt at a figure 8 layout but I think this one in particular would be better without it. For example, with this map I think it would benefit from switching the main and the in-base expansion, then connecting what is now the main with the low ground where the gold is and moving the gold somewhere slightly different. It would offer a choice of 3rds, give more attack paths, generally be more interesting etc etc.
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picked up the editor a little bit today
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I don't get why you have "retired mapmaker" in your signature if you're still making maps.
Anyways, I think the idea is very interesting. Reapers will probably wreck havoc in the early game, and Colossi will in the mid and late game, with the way the cliffs are designed. Not sure if that will cause imbalance, although it will create more tactical decisions which is cool.
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double ups
![[image loading]](http://i.imgur.com/aLi3l2g.png) bounds pushed to 112x140 for aesthetic and base-embiggening reasons, rocks added to middle ramps
![[image loading]](http://i.imgur.com/wD9OyD3.png) still 156x96, main base moved to high ground and the forward base is now a natural, gold moved forward, adjusted spacing all over
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