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Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin |
On January 05 2016 06:38 Avexyli wrote:+ Show Spoiler +![[image loading]](http://i.imgur.com/AmXiwFGl.jpg) Tried a 4p rectangular symmetry map where I changed two of the spawns, making it 2p. Feels a little chokey, might push the lowground bases up, not too sure. Just an interesting concept. I've been seeing a lot of awkward ramps throughout your maps, where the edge of the ramp and the cliff are a straight line. It makes defending at the top of the ramp awkward, and also allows walling off with one less building. It's not worth any style it may lend the map, the upper cliff should be more accommodating. You've also got inefficient geysers where you put both of them off to one side, and I won't raise the biggest stink about that, but others will, and I'm not sure it was intended.
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I think getting a third maybe be a little too challenging due to both the distance from the natural and the fact that you're always expanding towards your opponent. Also in the top left, make sure that those two expansions aren't too close to each other.
I like the main-nat set up and how there's a direct path to your opponent.
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The map is still a little bit ugly, and I am yet to set up any "no go zones" was just posting to see what people thought,
I tried to avoid standard real hardcore while still producing a GSL level map, being this is my first ever map attempt, bare with me as I am far from my goal, but hopefully TL can help.
I am also terrible with touching it up , no idea how to make it look nice.
![[image loading]](http://i.imgur.com/po22RuM.jpg)
![[image loading]](http://i.imgur.com/yemXdUd.jpg)
Name of map = Fox Facet
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![[image loading]](http://i.imgur.com/Rin9awt.jpg)
Old Version: + Show Spoiler +
Hey, what do you guys think? Obviously a very simple design, but that was what I was aiming for. I'll make it prettier later, but now I'm looking for some feedback mainly on the layout. 
Edit: Small Update
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i like it, but something seems off, I cant name it, but I really do love the map, it so simple yet to mind blowingly fun looking to play on.
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Pretty nifty aesthetically, but probably too straight up layout-wise for the contest (idk if that's something you care about).
I wouldn't mind seeing a quick up-down ridge on the middle chokes to spice engagements up a bit. (this is what I mean by that - + Show Spoiler +)
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On January 22 2016 07:26 Meavis wrote:![[image loading]](http://i.imgur.com/VnQp5j3.jpg)
Reminds me of Gwangalli Beach a bit, pretty interesting start.
On February 01 2016 15:53 Kiaph wrote:The map is still a little bit ugly, and I am yet to set up any "no go zones" was just posting to see what people thought, I tried to avoid standard real hardcore while still producing a GSL level map, being this is my first ever map attempt, bare with me as I am far from my goal, but hopefully TL can help. I am also terrible with touching it up , no idea how to make it look nice. ![[image loading]](http://i.imgur.com/po22RuM.jpg) ![[image loading]](http://i.imgur.com/yemXdUd.jpg) Name of map = Fox Facet
I think this map is not that far from being a sick map, the early bases concept is good. I think definitely the 3rd platform that the gold is on doesn't need to be that big. Look at some of the better mapmakers for slight improvement on proportions (aka not my maps :-P) and making your cliffs look better. And probably just copy an aesthetic theme from some nice looking map that you like and try your hand at it for starters to make it look pretty.
To take proper overview screenshots of your map in the future go to Data -> export map image, then add a 0 to each dimension for the image size (or whatever you want to do, but x10 is usually an easy way to do it and still stay within the file size limit for TL). Then open it in some image editor (I use GIMP) to convert to png or jpg so you can upload here.
edit: oh and camera angles are 90 degrees for dead-on overview and 56 for angled
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First of all, hello everyone!
Map work name: Cold Point Players: 2 Size: 96/96 Link: battlenet://starcraft/map/2/189605 Published: EU
![[image loading]](http://i.imgur.com/BcsFsiE.jpg)
Mapis almost finished. Idea was to make map different of most popular one. Lot of them (also maps created by community) are max-symetrical, clear, clinic... Idea was to create "primal" map - with all natural enviroment, a little bit chaotic. Just few thoughts:
1. There are very few small maps in map pool (and current haven't got any) and by small I think about Steps Of War or even Blood Bath (that was fun!) - in my opinion, LotV gameplay is created for such type of maps by small amount of resources and very high speed of the game. This is also reason why it's so few space for buildings besides main.
2. There were very few maps with such main bases placement and I think this is most important feature of Cold Point - they are placed at center of the map, backwards to each other with very small air distance. Standard map architecture: safe, main base at corners and expands in front of that - any danger comes from sides, and from sides you can access to your enemy mineral lines (even Ulrena, which I adore, besides small air distance has such architecture). But what if revert that concept, and make main base available from each side? Also, please notice the mineral patches placement. They are not at standard place - near wall or map end - but in center of main, near future base structures. First - this is unique and will force new "sim city" strategies, Second - it provides some balance to main base placement (it's easier to protect mineral line). Third - vespene placement at edge of main makes it easy to harass. And in mid-late game it's key resource, so the idea is "force" some low-eco games, when each unt count and this may be very interesting. Area between main bases also can be used if You have high ground vision - but not for reapers, colossus etc.
Main (please note very narrow entrance):
![[image loading]](http://imgur.com/wsQAxM3.jpg)
3. Third expansion is gold base, which may encourage to take it as second - but it's cool thing which PT from current map pool proves. It's also hard to defend becouse of wide ramp
4. Second expansion is safe, and "pocket" but it has narrow valley behind main base with destructable rocks. It's also a way to attack main base from each angle, which I mentioned in 2. Reaper harassement can be high effective.
Valley:
![[image loading]](http://i.imgur.com/pp4sefw.jpg)
5. There is island gold base if players want to play longer game or... maybe terran will risk to fly there with CC? also fact of having island makes game little bit deeper according to fact that there are only 10 bases at this map and lot of airspace - so this is one of safest expand places.
Island (please note you can also fly overlord there, or blink, or go with reaper):
![[image loading]](http://i.imgur.com/vmWcR0g.jpg)
6. Last but not least - there are only few ice based maps and I think that we need some variety in map pool - f.e. at current lot of 1v1 maps has some protoss-releated structures/colours/themes (Ulrena, Central Protocol, Prior Terraces, Dusk Towers)... Even GSL maps.
Please, fell free to test, look and judge
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On December 12 2015 14:53 Fictitious1267 wrote:Currently named: Panic Base. ![[image loading]](http://i.imgur.com/wkLZlHh.jpg) Another concept map. I thought it was a really cool idea to have destructible rocks at the 4th that workers could kill to hide behind while the army comes to save them. I decreased the HP of the rock tower to 100 (from 500). There's also some line of sight blockers behind it for some last minute dodging. The holes in the natural wall and the outside of the map I'll fill with doodads if the map is deemed good. There's also some destructible debris in the main that you can drop, or jump behind and then break your way into the base. I'm not sure if there is any advantage over just dropping normally, unless the normal route is manned. Also, I finally put in gold bases, but they are really exposed, so you filthy Zerg will have to work for it. Oh, around the gold base areas are more line of sight blockers to set up an ambush for an attacker. Plus, since gold bases aren't everyone's thing, there's 2 rich vespene bases in the midde, but all the mineral patches are 750 (just an experiment for now) Basically, if you decide to play standard, you skirt the outside all the way to the panic base (4th). If you want a greedy base (or both) you expand vertically, towards your enemy. Thoughts?
I think it's great idea - I like that lot of expands are at "ground" level, not on upwards or downwards of the map - they are easy to assault and it's some kind of unique design.
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Starbow Map - Bloodline
![[image loading]](http://i.imgur.com/oDmEpdz.jpg)
small map, corner spawns. 100 value minerals block the 4 small ramps closest to the middle. High grounds are unpathable. Feedback appreciated, having trouble getting the mod to work.
PICTURES + Show Spoiler +
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I think this map is not that far from being a sick map,... + Show Spoiler +... the early bases concept is good. I think definitely the 3rd platform that the gold is on doesn't need to be that big. Look at some of the better mapmakers for slight improvement on proportions (aka not my maps :-P) and making your cliffs look better. And probably just copy an aesthetic theme from some nice looking map that you like and try your hand at it for starters to make it look pretty.
To take proper overview screenshots of your map in the future go to Data -> export map image, then add a 0 to each dimension for the image size (or whatever you want to do, but x10 is usually an easy way to do it and still stay within the file size limit for TL). Then open it in some image editor (I use GIMP) to convert to png or jpg so you can upload here.
edit: oh and camera angles are 90 degrees for dead-on overview and 56 for angled
Thank you for the response, I attempted to do as you said, and adjusted the base sizes, also my friends who test this for me asked for overlord hiding spots so I added a few of those.
I am realizing there is a lot of thought that goes into making a "balanced" yet non-standard map. I have not decided on a texture-pack yet as I am not a fan of the ice maps, and it is hard to find a nice looking texture-pack that isn't over used already.
I feel as if I may be hurting my map more than helping with some of the changes I have made, but I am continuing forward with these changes as they were suggested in hopes to improve my map. I know there is no way to progress forward without first testing what I already have, so here it is, let me know what you guys think. :D
![[image loading]](http://s24.postimg.org/inuf3k5id/Fox_Facet5.png)
![[image loading]](http://s27.postimg.org/ay2r29jz7/foxfacet6.png)
I can't wait to find out what you guys reading / viewing this think of my map, and any suggestions you may have for it :D (I take all suggestions not just balance releated, if something seems off, or you think you have a gear texture-set idea, please do not hesitate to post)
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I can't wait to find out what you guys reading / viewing this think of my map, and any suggestions you may have for it :D (I take all suggestions not just balance releated, if something seems off, or you think you have a gear texture-set idea, please do not hesitate to post)
Hi, first of all map has imo great potential, but I would recommend consider some advices:
-access to gold bases on small platforms - ramp seems to be small, so it may be too easy to defend, as all 4 first base locations -space at low ground at middle - consider some hole on the center or something to make some choke points -background - smaller planet (beeing far from platform) should do the esthetical trick
I think that 2 expands on flat terrain are great idea especially with those rocks.
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On February 04 2016 11:19 SwedenTheKid wrote:Starbow Map - Bloodline ![[image loading]](http://i.imgur.com/oDmEpdz.jpg) small map, corner spawns. 100 value minerals block the 4 small ramps closest to the middle. High grounds are unpathable. Feedback appreciated, having trouble getting the mod to work. PICTURES + Show Spoiler +
Starbwo dude here.
Glad to see someone remembering us :D
I would probably go for mineral only on the easy to take natural base. Having easy access to three bases with gas in Starbow is really strong for mech. it might also be slightly too chokey in general, but that's hard to say without testing it.
EDIT: "Corner spawns" may mean something else... If it's top right, button left, then scratch what I said. In that case, I'm worried about how close it is from nat to nat and how easy it is to siege the nat from the ridge in the middle.
Let me know what technical difficulties you have with publishing and I can help.
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@Xiphias
The spawns are top left, bottom right, sorry about that.
I feared the fact that there were to many bases in close proximity (to the main base) in general, glad for the advice.
Do you know if there is an issue with the Starbow Beta mod, I can't get any starting units to spawn :/
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First thing is to make sure you have an "arcade" map and not "melee" map.
If you made a melee map, don't despair, you can change this without having to recreate it.
Go to "Map" (tab on top) and chose "Map options". There should be an option to uncheck "melee" and check "arcade".
Second, go to "File->Dependencies" and remove whatever is there. Then click "add other" chose "battle.net" and search for "Starbow" on "map/mod name". Select "StarbowBeta" and MAKE SURE YOU CHECK "ALWAYS USE LATEST VERSION"
OK your way out and save. If you publish now it should work and go to the arcade. We also have assets such as a custom loading screen and thumbnails for the arcade to indicate that it's a Starbow map. I'll send you that once you feel you have a map worthy for some Starbow playtest.
Be warned, there are very few Starbow players atm and we have quite a lot of maps so there may not be many too interested in testing it out. I hope I'm wrong though.
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Hi, first of all map has imo great potential, but I would recommend consider some advices: + Show Spoiler +-access to gold bases on small platforms - ramp seems to be small, so it may be too easy to defend, as all 4 first base locations -space at low ground at middle - consider some hole on the center or something to make some choke points -background - smaller planet (beeing far from platform) should do the esthetical trick
I think that 2 expands on flat terrain are great idea especially with those rocks.
Thank you for the response, I don't really have much time to do much more testing and alterations before having to try to make this map pretty to submit, and honestly I don't know if it is what blizzard even wants, but here is the current look.
![[image loading]](http://i.imgur.com/OrRsKxl.jpg)
![[image loading]](http://i.imgur.com/YYOAVYF.jpg)
There are a few things I am struggling with, currently I can not find out how to get rid of the blue edges around the base of the map.
Though honestly I would rather just have the space turned into a blue desert like environment, which would fix the above problem, but I also can not figure out how to do that.
Secondly I think the side gold bases maybe are off-putting, but as the artist I may have a negative bias because I can't see it for what it is, instead I only see what it is not. I would like to know if it needs changed, in shape, and suggestions on how if so, and if not , I guess a confirmation that it looks okay and can be textured to look as eye-candy as possible.
Being this is my first map, I am least worried about texture , and mostly about play-ability and balance, so any help in those fields is greatly appreciated, thanks for viewing, Kiaph
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![[image loading]](http://i.imgur.com/Gifq6OL.jpg)
So this is an ancient template (from the first month or two of HotS) that I started toying around with again a couple months ago. Decor still needs work for sure but it's doable. Posting it to ask if you guys think it is "creative" enough to submit. It has a lot of weird wrinkles but none of them are in your face like mass gold bases or w/e so I'm not sure.
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I'm starting a 2v2 Slayn tileset map, a pretty traditional one, this time. One thing I'm considering is working as to get the naturals much more closer, but I'd like a more professional opinion before going further into this.
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Became interested in mapmaking yesterday, have made like 5 WIP-tier maps since then. This is what I believe to be the best of the bunch:
![[image loading]](http://puu.sh/n2agv/2780a23320.jpg)
Worker Run Times: Base to Base: 36 seconds Base to Nat: 9 seconds
Another Angle/Ramps Highlighted:
+ Show Spoiler +
Any feedback would be very much appreciated. 
Old IMGs: + Show Spoiler +
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