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Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin |
On April 21 2015 06:29 SwedenTheKid wrote: On the second one-
Nat-nat distance is very short with the rocks down, and the 3rd base is to easy IMO. Your forward 4th is way to close to your opponent, and your other option is quite far away. This will be a huge problem for zerg,
Thanks for the feedback SwedenTheKid 
Yes, the Nat-nat distance is very short once the rocks are down. it was a concious decision which I thought would allow for more options in the mid-late game to harass and provide an additional attack path for the main army. Because players need to knock down 2 sets of rocks I believe this makes it a lot harder to abuse in the early game. But perhaps the short attack path is just a bad idea in general. Removing the rocks and ramps at the natural might be a solution, or perhaps I could even remove the bridge between the 2 naturals altogether. Thoughts?
As for the the easy third base. It is intended to be a somewhat easy base to take. Because the natural has both no ramp and backdoor rocks, it is somewhat harder to take than most naturals. So I made the third a bit easier. I don't think there is a problem with easy thirds in general, but this one is a bit easier than on most maps yes. If you believe this is a serious issue I would appreciate it if you could explain to me why. I'm still an inexperienced map maker. 
Yes the forward fourth is very close, it is intended to be hard to hold. I do feel that the other fourth isn't that far away from your third though. And since it is tucked away at the back it is also quite hard to reach for your opponent. Most attack paths can all be blocked by positioning your army at the bottom of the ramp near the third (the forward ramp, if that even is a term). Only the harrass path at the bottom of the map is something to really watch out for. I could nudge the bottom fourth half a base closer to the third if you think that would help.
Also, regarding the fourth base being a problem for Zerg, could you explain? The only thing I can think of is that it would be hard for zerg to attack a non-zerg player that has taken the forward fourth base, making it somewhat difficult to get around their army into the mineral lines. But I think it is still doable, and the Zerg can always out expand their opponent in that position.
@ Zweck Thanks! I still have some things I want to try and play around with, but I also think it is much better than the previous version. 
Regarding your map: I think it looks pretty good. The main seems a bit small though which could be a problem for protoss and especially terran. My other concern is that the bottom-right and top-left corner bases seem very easy to take if you already have your fourth next to it. Another minor thing: one of the vespene geyser of the base in the middle-right is misplaced. The one in the mirrored base seems fine though. You probably want to double check that.
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[QUOTE]On April 21 2015 18:17 Zweck wrote: @Xanadu: Make sure that u cant siege naturals gas from the 4th base, but i think its ok, just not sure 
@Zweck Yes, a tank were able to hit the gas form the high grond, so I made a small adjustment. + Show Spoiler +
I prefer the original design, but i made one concept version with closer main to main distance. what do you think? + Show Spoiler + Main to main(worker): cross:58 Horisontal/vertical:45
I am also thinking of removing the middle bases, but keeping the shape of cliff similar.
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On April 21 2015 18:17 Zweck wrote:Another pretty standard straight forward layout by me. god i have no idea which ones to pick for TLMC6, i got some more in production :D what do u think about this one? ![[image loading]](http://i.imgur.com/RtjwLfJ.jpg) ![[image loading]](http://i.imgur.com/MDjMSF4.png) The map is standard and fairly good, but I noticed that the base below the top natural has a really weird (and asymmetric) geyser placement (probably a symmetry bug).
On the layout, you could possibly consider making each attack path more "committed" - eg you put more into attacking, because at the moment there is not much risk for the attacker - you can attack your opponent and pull back very easily because the path is very straight and simple. Also, by having a fourth base, you can defend the fifth very easily, which (as I have found out on Disruption, is not very interesting or balanced.
Other than that, nice aesthetics - and the map looks balanced in terms of deadzones and chokepoints.
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Here is my first map and last minute entry for TLMC 6. Aesthetics still not done. Also low res picture cause i couldn`t be bothered zzz
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Thanks for feedback! I kinda like to hear you critics, because i think its good that attacking is not too much of a risk, because i thought, its kinda easy to get up to lots of bases on this map and so it would be better to play defensive, but that encourages you to play aggresive too, so i hope its gonna balance out. The geysers have of course been fixed.
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I need immediately help!!! I worked on a Map yesterday and just made made it as usual. Today I wanted to change the cliffs and stuff like that and whenever I do, the terrain of the lowest ground is for no reason invisible like I would hide terrain which I don't! Just changing or even only on time clicking somewhere with the cliff tool and the terrain gets invisible and can't do anything else then! For some reason it thinks that it is one of these textures where the the terrain is invisible, for example like these settings in space with a planet in the background and so on. But the texture I want to use is Skygeirr Labs! And it only happens on the map I already made, It does not happen on new/other maps with the same texture! Please help! 
Edit: Solved, Skybox was the problem, but I've never changed something in the data... weird
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On April 22 2015 22:46 Alpaca10 wrote:I need immediately help!!! I worked on a Map yesterday and just made made it as usual. Today I wanted to change the cliffs and stuff like that and whenever I do, the terrain of the lowest ground is for no reason invisible like I would hide terrain which I don't! Just changing or even only on time clicking somewhere with the cliff tool and the terrain gets invisible and can't do anything else then! For some reason it thinks that it is one of these textures where the the terrain is invisible, for example like these settings in space with a planet in the background and so on. But the texture I want to use is Skygeirr Labs! And it only happens on the map I already made, It does not happen on new/other maps with the same texture! Please help!  I'm not exactly sure of understanding correctly your issue, but is it black holes under the cliffs? (like this : http://i.imgur.com/kYUkFaO.jpg )
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Yes, but now after searching for more then an hour, I found out that the skybox in the data was on value 1, which caused the issue. I don't know how I did this because I never used the data once. Still need much to learn to use the editor :D
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I'm currently working on yet another Blue Storm remake, anyone interested in doing the aesthetics? I tried it before and I just can't manage to produce something Blue Storm-esque, so if I were to do the aesthetics I'd go instead for something similar to my most recent map even though I'd really prefer the Blue Storm look.
Parts of the map still only exist in my head but the overall approach is quite similar to the 2v2 Blue Storm remake I did a while ago. The map will be ~144x144 with 12 to 14 bases. I'll post an overview once most of the layout is finished which should be tomorrow or so; just wanted to see in advance whether anyone might volunteer to do the aesthetics. Blue Storm is an awesome map after all and I feel that none of the existing remakes really do it justice.
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On April 23 2015 23:21 And G wrote:I'm currently working on yet another Blue Storm remake, anyone interested in doing the aesthetics? I tried it before and I just can't manage to produce something Blue Storm-esque, so if I were to do the aesthetics I'd go instead for something similar to my most recent map even though I'd really prefer the Blue Storm look. Parts of the map still only exist in my head but the overall approach is quite similar to the 2v2 Blue Storm remake I did a while ago. The map will be ~144x144 with 12 to 14 bases. I'll post an overview once most of the layout is finished which should be tomorrow or so; just wanted to see in advance whether anyone might volunteer to do the aesthetics. Blue Storm is an awesome map after all and I feel that none of the existing remakes really do it justice. I would really enjoy working on your map's aesthetics with you And G! I don't know if my maps' aesthetic styles (or quality ) is what you want, but I am very much interested!
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On another note, I came up with something I think is quite interesting that would promote early game aggression (but not make it overpowered... hopefully). Is there anyway that a main base like this would be balanced in anyway? (the size and shape can change, it's just the ramp concept that I am concerned about).
![[image loading]](http://i.imgur.com/Y2kZKdF.jpg)
Edit: I was just pondering Map and Jam ideas and this occurred to me.
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Darn, I didn't see that. I suppose I shall not use it then, but I think my concept is still somewhat different because it does not force you to expand to wall off, it simply allows people to attack your town hall structure even if you have a wall without endangering your workers. I might do some testing and figure something else out though. Thanks Fatam!
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The biggest issue I see with this is that you can't forcefield the main ramp. You'd probably need to have a long rush distance and then a small ramp at the natural so you could forcefield if necessary. Kind of like this (ignore the rest of the map):
![[image loading]](http://i.imgur.com/HhMb5hD.png)
It seems to come with a bunch of other problems though (tanks can attack the nexus and lock down the ramp at the same time etc.) without any obvious advantages, so I can't really see the benefit.
Sent you a PM regarding the BW remake.
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Yes, I agree with everything you said with regards to tanks and sentries. I suppose I just need to find another way to allow Zerg players to be aggressive without going "all-in" and without absolutely annihilating the opponent in the early game. I agree with the idea behind the Ravager in LOTV (though it needs tweaking) - it allows Zerg to apply pressure to opponents who expand quickly. In HOTS, if my opponent fast expands, I need to get an early 3rd. Therefore, I am trying to find a way that would allow Zerg to be aggressive without unbalancing the game, and the idea above is obviously overkill 
The only issue I am having is that Terran has tanks, Protoss has stalkers and sentries and a lot of ranged units, but Zerg's early game units are short range or melee, so anything I do that promotes aggression simply makes the map more focussed on fighting rather than giving Zerg more options (like you can add high ground pods that promote drops/collosi, chocks for sentries, ramps with force-field range, etc, but nothing that is explicitly, "Zerg").
Anyway, I replied, And G
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guys, can this work? i kinda like it, but maybe tanks are too strong on this one
![[image loading]](http://i.imgur.com/Be2FCWp.jpg)
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why are tanks too strong? are the highground pods pathable or something? other than that it looks close to standard, and I haven't heard anyone say "tank op" when playing a standard map before
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@hobbes; and @anyone who is interessted in a FFA-Map ( 14 ) to play;
This is my first concept of a FFA 14 player MAP:
CHAOS DUNE
- 1 normal Main for each player ( 2 gas, 8 minz ) - 1 normal Nat for each player ( 3 gas, 8 minz ) - 1 half 3rd for each player ( 1 gas, 4 minz ) - 2 extra gold bases ( 2 gas, 6 hy-minz ) - all 12 players on the map-edge have got 4 extra terran missile turrets to be protected against early drop harass... - 2 players in the middle have got 1 extra... ... and there existes 8 missile turretz which shoot to every player. - Each player got 500 gas tank around there own missile turretz - no XWT - lots of rocks - extra mineral and gas tanks on map ( 100m, 50g )
Map is somehow in a degree sym to 4 player / sym to 2 player / and very, very asym as well...
![[image loading]](http://i.imgur.com/nukXreE.jpg)
![[image loading]](http://i.imgur.com/VwTeABt.jpg)
![[image loading]](http://i.imgur.com/zwUnhRr.jpg)
@hobbes again; pls give some feedback! once I got some, I restruct some parts - and then will do an upload for testing...
@anybody; feedback from you is also appreciated :-)
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Need help deciding on a name. I'm up for suggestions, also looking for some constructive criticism.
![[image loading]](http://i.imgur.com/HjrZsey.jpg)
Spawns. + Show Spoiler +
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@Welpax You have all Man-made cliffs, assuming you plan on using textures that would work with it otherwise I would recommend having a cliff level being only natural/organic cliffs. If you are new to map making I suggest making it symmetrical so it becomes easier to fix for you. - Top right main is an island not connected via ramp. - I also suggest making the outside of the map mains the spawns rather than the middle. - Should also stay away from half bases just so you can have the map balanced out.
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