On January 22 2015 00:24 JaredStarr wrote: You've all probably encountered this before, even I have, just never really looked for an answer to it. Both the cooling towers are connected somehow, (maybe the overextending pre-collapse glitch?) and when you damage/destroy one, the other imitates.
Cooling towers and other destructibles have a behavior that makes them "conjoined."
You can simply delete it in the data editor. Select the tower and press Ctrl + F1, look under behaviors, and delete the "Collapsible Terran Tower Conjoined" entry.
I posted this one up a few pages ago, I'm not a huge fan of it but I like the idea I have behind it and I think it has potential. I made some small changes since then but I'm just at a dead end with what I can do to improve it.
The main size and debris at the top of the nat ramp makes fast expand pretty much obvious. Close easy bases too. Debris to toughen things up for Z.
I'd move on... Its really "out there", and I dont know if it even would work with normal sc2 play. Also, you have no choice of 3rds or 4ths, which really bugs me. Its also really hard to read the map, with the decals and textures.
Two things I've got going, one which has been in progress for a while and the other which is relatively new. Thought I might get some feedback in case I want to try in TLMC5, even though I'm again probably going to end up not doing that.
Considering some amount of ground in-between the fourth and natural to make reapers viable. Also, the amount of dead space and layout seem like air will be stronger. I'm not sure.
Not too happy with the gold bases. Close distance to natural made up for by vulnerability, but it seems so exposed as to be useless. Also the passage between three and five o'clock base is boring, but workable, I suppose. Tan spaces are unpathable.
Here is a map I submitted for the Team Liquid Map challenge, called Golden Outpost. I am unsure, however, about whether or not it would make for balanced gameplay (so feedback would be nice) :
On January 25 2015 13:26 LComteVarauG wrote: Here is a map I submitted for the Team Liquid Map challenge, called Golden Outpost. I am unsure, however, about whether or not it would make for balanced gameplay (so feedback would be nice) :
(This map is published on SEA and NA). LComteVarauG It makes use of the Char Marsh tile-set with the Protoss spaceship cliffs and Zerus/Xil plants.
You've got some interesting ideas here, and you seem to have a decent idea of how maps should be laid out. But overall, the whole thing is just too small - everything feels cramped, rush distances are too short, bases are too close, and chokes are too narrow. Also the direct backdoor path between the mains is probably a bad idea, main to main pushes will be too strong.
On January 25 2015 14:41 -NegativeZero- wrote: You've got some interesting ideas here, and you seem to have a decent idea of how maps should be laid out. But overall, the whole thing is just too small - everything feels cramped, rush distances are too short, bases are too close, and chokes are too narrow. Also the direct backdoor path between the mains is probably a bad idea, main to main pushes will be too strong.
Thank you a lot for your feedback! I really appreciate it, and have made some modifications to the map: http://imgur.com/yX8vkLC Hopefully that addresses the main issues, but I may need to stretch the map horizontally?
I wanted this map to have more expansion options and an interesting middle. The watchtower grants sight to both of the plateaus, but they are not connected.
That map is awesome. Very standard, very cool boxy style, interesting base layout. It does look like you could move the natural resources closer to the nat ramp to help zergs wall off.
another try at this concept, pretty happy with this. 144x136 nat to nat 37.3
Meavis the main concept is to have a short distance, so it's exactly what I have i mind. It's a hard choke through the middle or all the way around at the beginning... there's more to it than it might appear. I definitely see some awkward bits but I can shift things around a little bit without losing the concept.
Maybe I should cut the two ramps outside the 3rd...? I could raise that area to high ground and put one ramp facing the center. The rocks could stay, but now just on flat terrain instead of a ramp.
Quick change, removed the ramp pairs. Ya I see that this was really good advice, so thank you. I have some cleaning up to do but the layout is much nicer already. It looks like the diagonal rocks are pretty useless now - should I take them out?
rocks out, watchtowers moved, small adjustments made all over. I like the way this plays out much more than a few hours ago. Thanks for the feedback everyone! still 144x136, now 36.7 nat to nat, what's next for this map?
On January 26 2015 11:26 Xenotolerance wrote: rocks out, watchtowers moved, small adjustments made all over. I like the way this plays out much more than a few hours ago. Thanks for the feedback everyone! still 144x136, now 36.7 nat to nat, what's next for this map?
You could probably go ahead and shrink the main down a little bit imo. Probably cut off some of the main where it connects to the possible 3rd to make blink not as strong. Speaking of that 3rd (the one that touches the main) you really need to make that base more desirable. Right now, it's farther away and much more open, maybe zerg would be the only race that would take it, but even then you'd be in a tough position because then you could get exploited by drops much more.
I really dislike the watchtowers. What about doing something like, those high ground pods exactly in the middle...(that are the highest cliff level) why not try putting the watchtowers up on those, and maybe put a single wide ramp up to them. Now if you move out and take the watch tower it does give you vision of the middle while helping you get vision of the 3rd I was just talking about.
I actually think taking out the 3rd that touches your main and put it in the middle low ground would be neat. Possibly where you have the ramp that has a single d-rock on it, what about putting a base there, and just moving that ramp a bit. Now you have an aggressive 3rd you could take for mainly terran, possibly protoss or even zerg if they want to be aggressive with their 3 base strat.
Overall, the 12 & 6 o'clock spots in the map are pretty boring. Either another base needs to be added there to try to make more movement towards that section, or just play with elevation changes. I know I should draw a picture in paint because just reading words it's hard to understand, maybe I'll do that later if you have questions.
Either way, "WoL-ish" map I'm working on for TLMC. 140x126 (so pretty small) and only 10 base. I'm tempted to even make the "middle" base a Gold base, but then again, 4 regular + 1 gold might not be enough. Aesthetics aren't done at all, and I feel kinda "mereel-ish" by doing that type of..uhh...cliff lol but /shrug.