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Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin |
On December 08 2012 12:37 Uvantak wrote:I have a map that very similar to the one a176 posted and has some of the things you say (and others that don't), so i thought why not post it! and get free feedback! + Show Spoiler +![[image loading]](http://i.imgur.com/Rn7Mp.jpg) ![[image loading]](http://i.imgur.com/Q8VQF.jpg) There's a bug with my editor as you can see in the vespene geisers, it's not that serious, so i will not reinstall just because of it, but it would be nice if any of you guys knows anything about it (it happens only with the natural geisers and it happens in any texture set)
Aesthetics are pretty cool. I feel like if the map was 10% bigger or something that this layout would work slightly better, since right now some of the spacing is really tight. It kind of makes the 3rd a little awkward, b/c the town hall will hurt the defender's concave. The double ramp thing near the natural is kind of weird and could probably be merged into 1 ramp if you played w/ it some, but I think it works ok. The pic is just nitpicking about the 4th and 5th bases, so they aren't in the way as much. + Show Spoiler +
On December 08 2012 12:37 Uvantak wrote:Show nested quote +On December 07 2012 19:51 Fatam wrote:a couple standard-ish templates I've been playing around with 172x112 - very early aesthetics. The map size is pretty weird but I think it works. XNTs may be too strong, idk. Rush distance actually isn't that long, considering the width of the map. (115 from main ramp to main ramp) + Show Spoiler +overview + Show Spoiler + I really like the layout for the natural, i never have seen it before, but im not so sure about it, does it takes 3 creep tumors to connect the natural and the main right?. And other problem i see is in ZvP/T, if P/T pushes and destroy the rocs in the natural, that would leave Zerg in a very weird angle to defend the natural, A way you could fix this i think it would be to widen the ramp that's ubicated in front of the main's ramp, that way Zerg gets an easier way to surround enemy forces atacking the natural rocks, more no completelly obliterating the posibility for a well positioned force to destroy the rocks and walk over the natural. + Show Spoiler +I really don't know what more you can do for help in the Xel'nagas being in such an open place, for me these xel'nagas give me the feel of being missplaced, but idk where else to put them :/
Hmm, it might be ok to make the ramp 1 more FF wide. I do get a little nervous putting a 3 FF ramp right next to a main though. I think 2 tumors can barely connect the nat and the main but i should probably doublecheck. I kind of think the XNTs might be ok, we (as mapmakers + players) just aren't used to seeing XNTs out in the middle of a field like that without LOS blockers around them, which I will probably add.
On December 08 2012 12:37 Uvantak wrote:![[image loading]](http://i.imgur.com/TCL1F.jpg) In the nat i would add some kind of bridge, or path similar to this map, that way in later stages of the game the player can destroy the rocks and open a path to his ~4th/5th base and a shorcut to make harass in the low ground enemy bases that way you avoid the map split scenario to some exent, i would widen the open ramp leading to the 3rd too since the ramp bloqued with rocks is further away, and in that way allow for more harass in the 3rd base trying to avoid the turtlefest that it would cause not doing it, or you could swap the rocks of ramp, put rocks blocking the half of the "1rst" ramp (the ramp that i widened) and remove the rocks in the "2nd" ramp (the ramp that have the rocks now) I would like to know what you think about these changes.
good ideas, I like eTc's map a lot. I'll probably make at least some of those changes. To be honest this map template was only whipped up for the tristar custom, (but then I just decided to edit standard maps like Daybreak since that made more sense) but then I realized maybe it is decent enough to use as a normal map.
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your Country52797 Posts
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On December 08 2012 15:15 Fatam wrote:Show nested quote +On December 08 2012 12:37 Uvantak wrote:I have a map that very similar to the one a176 posted and has some of the things you say (and others that don't), so i thought why not post it! and get free feedback! + Show Spoiler +![[image loading]](http://i.imgur.com/Rn7Mp.jpg) ![[image loading]](http://i.imgur.com/Q8VQF.jpg) There's a bug with my editor as you can see in the vespene geisers, it's not that serious, so i will not reinstall just because of it, but it would be nice if any of you guys knows anything about it (it happens only with the natural geisers and it happens in any texture set) Aesthetics are pretty cool. I feel like if the map was 10% bigger or something that this layout would work slightly better, since right now some of the spacing is really tight. It kind of makes the 3rd a little awkward, b/c the town hall will hurt the defender's concave. The double ramp thing near the natural is kind of weird and could probably be merged into 1 ramp if you played w/ it some, but I think it works ok. The pic is just nitpicking about the 4th and 5th bases, so they aren't in the way as much. + Show Spoiler +Show nested quote +On December 08 2012 12:37 Uvantak wrote:On December 07 2012 19:51 Fatam wrote:a couple standard-ish templates I've been playing around with 172x112 - very early aesthetics. The map size is pretty weird but I think it works. XNTs may be too strong, idk. Rush distance actually isn't that long, considering the width of the map. (115 from main ramp to main ramp) + Show Spoiler +overview + Show Spoiler + I really like the layout for the natural, i never have seen it before, but im not so sure about it, does it takes 3 creep tumors to connect the natural and the main right?. And other problem i see is in ZvP/T, if P/T pushes and destroy the rocs in the natural, that would leave Zerg in a very weird angle to defend the natural, A way you could fix this i think it would be to widen the ramp that's ubicated in front of the main's ramp, that way Zerg gets an easier way to surround enemy forces atacking the natural rocks, more no completelly obliterating the posibility for a well positioned force to destroy the rocks and walk over the natural. + Show Spoiler +I really don't know what more you can do for help in the Xel'nagas being in such an open place, for me these xel'nagas give me the feel of being missplaced, but idk where else to put them :/ Hmm, it might be ok to make the ramp 1 more FF wide. I do get a little nervous putting a 3 FF ramp right next to a main though. I think 2 tumors can barely connect the nat and the main but i should probably doublecheck. I kind of think the XNTs might be ok, we (as mapmakers + players) just aren't used to seeing XNTs out in the middle of a field like that without LOS blockers around them, which I will probably add. Show nested quote +On December 08 2012 12:37 Uvantak wrote:On December 07 2012 19:51 Fatam wrote:+ Show Spoiler +124x136 - first 3 bases are pretty similar to CK, but after that the map deviates. No aesthetics yet ![[image loading]](http://i.imgur.com/TCL1F.jpg) In the nat i would add some kind of bridge, or path similar to this map, that way in later stages of the game the player can destroy the rocks and open a path to his ~4th/5th base and a shorcut to make harass in the low ground enemy bases that way you avoid the map split scenario to some exent, i would widen the open ramp leading to the 3rd too since the ramp bloqued with rocks is further away, and in that way allow for more harass in the 3rd base trying to avoid the turtlefest that it would cause not doing it, or you could swap the rocks of ramp, put rocks blocking the half of the "1rst" ramp (the ramp that i widened) and remove the rocks in the "2nd" ramp (the ramp that have the rocks now) I would like to know what you think about these changes. good ideas, I like eTc's map a lot. I'll probably make at least some of those changes. To be honest this map template was only whipped up for the tristar custom, (but then I just decided to edit standard maps like Daybreak since that made more sense) but then I realized maybe it is decent enough to use as a normal map. I moved the 3rd /4rd?(Well, the base that's a side of the natural) base a little as you pointed out, thanks for sugeste it dunnowhyi didn't notice it myself 
I the xel'nagas thing yeah i guess that is mostly as you say, that we just aren't used to see that lack of Los blockers, but i think that in this case they arent really necesary, i think you should let the xelnagas as they are, and test them to see if they work ok And in the other map, i think that map and the layout has some potential, maybe not THIS map, but the concept of the map as a whole and the layout with things like the natural ramp+bridge, i think it would be interesting to play on that map. If you decide to continue with it and finish it, send me a PM so i can try it out! :D
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On December 09 2012 23:12 The_Templar wrote:![[image loading]](http://i.imgur.com/0yQPv.png)
if you simplify the middle a bit and give it some extra space (keep borders!) and DO NOT f*** *p visuals this is going to be my fav map of yours.
maybe start with moving the left middle base a bit up and the right a bit down and simplify the low ground (no extra opening, just plain floor) for some extra space and better flow. this also separates these two bases a bit.
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your Country52797 Posts
On December 11 2012 00:35 Samro225am wrote:if you simplify the middle a bit and give it some extra space (keep borders!) and DO NOT f*** *p visuals this is going to be my fav map of yours. maybe start with moving the left middle base a bit up and the right a bit down and simplify the low ground (no extra opening, just plain floor) for some extra space and better flow. this also separates these two bases a bit. Thank you for the feedback. This still holds true though..
On September 09 2012 22:55 The_Templar wrote:me suck at aesthetics
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Try doing some texturing with plates and other man made materials. They give you lines to fill instead of being even more subjective. And then throw some roads on top of it or something.
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On December 09 2012 23:12 The_Templar wrote:![[image loading]](http://i.imgur.com/0yQPv.png)
The layout is really similar to fatam's Yogs map. My initial thought was that the first 5 bases are a bit close together, might not be an issue though.
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There shouldn't be rocks on the third! Accidentally forgot to take them off...
![[image loading]](http://i.imgur.com/sD1d8.jpg)
Really love this layout I came up with today.
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your Country52797 Posts
On December 11 2012 21:55 OxyGenesis wrote:The layout is really similar to fatam's Yogs map. My initial thought was that the first 5 bases are a bit close together, might not be an issue though. This?
![[image loading]](http://i.imgur.com/Nynnl.jpg)
I suppose there are quite a few similarities in the first 5 bases. The middle is much different though, and some of the high ground around the centermost base is as well.
@monochromatic how are zergs to take a fast third? :o
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On December 09 2012 23:12 The_Templar wrote: @monochromatic how are zergs to take a fast third? :o
My bad, meant to take the rocks off the third base.
Imagine it without them.
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I don't think that's a 'third base' as much as a natural in most cases
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I think that "third" would be a perfect place to put some hostile neutral units like we were doing in the map challenge :-P Maybe nothing too strong, but just enough that it isn't a free base.
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I agree with Fatam i think it would be nice if you put a creep tumor there (or something cloaked), since that way it wouldn't be the THAT easy to take the base, another thing i would do is to add some doodads at the high side of the rocks in the 3rd base (or some building blockers), that way toss/terran can't turtle so easy or you could change the rocks to another destructable building, that way zerg can't go easily to 3 base macro mode without having to worry about the rocks going down.
Here are some of my ideas, im not sure how to change these highground places in the middle without breaking the map, since that kind of terrain is way infestor broodlord friendly for my taste. :$ + Show Spoiler +![[image loading]](http://i.imgur.com/v6Enj.jpg) green would be Los blockers and the red circles is building blockers, see that i widened the highground south path
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Well I was working on the map, and have several ideas for the third base.
+ Show Spoiler +
My first thought was to make it a half base, so I did that with two separate rocks.
Then I put to use a hostile Spine crawler (I believe it will die after a while, not sure when though.) This is the "Hostile Unit" Solution, which I would rather not do.
Which one of these fixes you like the most, or if you have any which you believe are better, please tell me.
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@a176 Yes. Too easy 4b? maybe not, that nat-3rd ramp is small.
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Hey, looking for some feedback on a map I just threw together. Trying to get out of my laziness when it comes to mapping, so here's my most recent effort after the Map Jam. My concerns would be with the half base and the base above the main, but let me know what you guys think . Edit: The low ground behind the main and natural is going to be for aesthetics, still need to restrict pathing there though.
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i like it. i would probably lengthen the map just a bit to give more room in the middle. and move the 3rd/4th around so you have some variation in the base layout rather than just, well, a straight line.
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That nat is pretty super wide open. I mean you can FFE at the beginning but once the rocks go down runbys will be super strong
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Thanks for the feedback! Played around in the editor a bit and made the following changes: - Decreased the area of the choke before the natural ramp. It is now about Daybreak length in terms of walling. - Moved 3rd base closer to natural. - Increased the area of the 4th base and moved it slightly up. - Slightly adjusted ramp positions going from the 4th to the xel'naga. - Slightly adjusted half base position. - Increased the size of the center high ground - Instead of 2 ground-level paths leading to the 4th above the main, the hole was moved to connect with the high ground in the middle. - Increased the bounds by 4 horizontally and by 6 vertically. Map bounds are now 156x160. Let me know what you guys think of the changes!
![[image loading]](http://i.imgur.com/h63RH.jpg)
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