Already published as "Hadeon" if somebody wants to try it out.
Still making adjustments and textures so decided to post an image here to hear your thoughts.
![[image loading]](http://i.imgur.com/U2g7UnK.jpg)
Forum Index > SC2 Maps & Custom Games |
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin | ||
Elche
Finland170 Posts
Already published as "Hadeon" if somebody wants to try it out. Still making adjustments and textures so decided to post an image here to hear your thoughts. ![]() | ||
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lil emo
France109 Posts
![]() Quarantine, a feeble attempt at trying to get a "competitive" 1v1 map. Try and see (and do tell) which map's resources layout i blatantly stole Visuals are temporary.. the idea is to make mains feel like entrenched camps ps: + Show Spoiler + I get acne flashbacks from doing 1v1 maps | ||
algue
France1436 Posts
On March 28 2013 20:37 lil emo wrote: ![]() Quarantine, a feeble attempt at trying to get a "competitive" 1v1 map. Try and see (and do tell) which map's resources layout i blatantly stole Visuals are temporary.. the idea is to make mains feel like entrenched camps ps: + Show Spoiler + I get acne flashbacks from doing 1v1 maps You just destroyed Cloud Kingdom | ||
SullySunshine
Australia3 Posts
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Coppermantis
United States845 Posts
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SullySunshine
Australia3 Posts
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Coppermantis
United States845 Posts
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lil emo
France109 Posts
On March 30 2013 01:53 algue wrote: Show nested quote + On March 28 2013 20:37 lil emo wrote: ![]() Quarantine, a feeble attempt at trying to get a "competitive" 1v1 map. Try and see (and do tell) which map's resources layout i blatantly stole Visuals are temporary.. the idea is to make mains feel like entrenched camps ps: + Show Spoiler + I get acne flashbacks from doing 1v1 maps You just destroyed Cloud Kingdom thanks, your encouragement is really helpful | ||
Kruxxen
United States149 Posts
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Aircooled
United States79 Posts
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EatThePath
United States3943 Posts
I don't think it's too chokey, every tight area has open areas on all sides. To various recent posters: it's usually better to post a wip picture with little to no texturing because it's far easier to read the map. Pretty pictures are for map threads. | ||
Turias
United Kingdom4 Posts
http://img221.imageshack.us/img221/2168/chartrenchj.jpg http://img853.imageshack.us/img853/2763/chartrench2.jpg | ||
lil emo
France109 Posts
Sorry to seem obtuse but I thought that displaying the intent of the map was the principle of the thread, I must be old. This is a mip, and I am paying homage to (arguably) one the most "accepted" map in the pool. I'm making a 1 vs 1 vs ai with custom units and (I hope) a story/trigger layered in ... the map is to eventually start with maxed opponents vs the op ai (making players "ally prompt" in the early to mid game.. as for the visuals.. I haven't even started.. I was ecstatic to have my galaxy whole once more and I wanted to share (that's all I ever want to do anyway) my enthusiasm .. guess grand theft is not something you condone.. next time I'll showcase the map with no recognizable details/features .. and see if I get torched or even busted ![]() + Show Spoiler + edit: killing not funny typos | ||
algue
France1436 Posts
On April 03 2013 13:28 Aircooled wrote: The main reason I'm posting this here is because I'm a bit concerned it's too chokey, but I think there might be enough counter attack paths that it's okay. Also the towers might be a little powerfull, but you can destroy them by destroying the rocks, so maybe not. 112x152 ![]() I thin that your map is way to small to take a 3rd base. You should enlage the middle or increase the rush distance by blocking the direct path. | ||
EatThePath
United States3943 Posts
On April 03 2013 20:20 lil emo wrote: euhhh.. did I not type that "visuals are temporary"? Sorry to seem obtuse but I thought that displaying the intent of the map was the principle of the thread, I must be old. This is a mip, and I am paying homage to (arguably) one the most "accepted" map in the pool. I'm making a 1 vs 1 vs ai with custom units and (I hope) a story/trigger layered in ... the map is to eventually start with maxed opponents vs the op ai (making players "ally prompt" in the early to mid game.. as for the visuals.. I haven't even started.. I was ecstatic to have my galaxy whole once more and I wanted to share (that's all I ever want to do anyway) my enthusiasm .. guess grand theft is not something you condone.. next time I'll showcase the map with no recognizable details/features .. and see if I get torched or even busted ![]() + Show Spoiler + edit: killing not funny typos That wasn't directed at you, although you're included. The textures on your map are pretty readable, as posted. The decals and rocks make it harder to see though. You can turn those off for a screenshot/image export. It's also better to zoom in more until the edges of the map are at the edges of the picture, or even a little beyond them. For example, look at the first picture turias posted. On April 03 2013 19:19 Turias wrote: Hi all, pretty new at this, would appreciate feedback. I have read up plenty but I don't really have much idea what I'm doing. http://img221.imageshack.us/img221/2168/chartrenchj.jpg http://img853.imageshack.us/img853/2763/chartrench2.jpg This doesn't look too bad. Overall it's kind of a simplified version of the Crux 2player design mantra: blocked center path, wide split 2way path between the sides, bases layed out along a wing to take in succession, everything maneuvrable and fluid. Which is to say, it's not a bad idea but it's kind of boring, but that's not important for a first map, especially if you're doing other things right. ![]() The tower areas are pretty awkward, but that might be okay because it's a defining feature of the map. The center pathway should definitely be wider. Right now a couple mines and a tank can hold that against 50 supply (exaggerating but still). The bases are all a little easy to hold, which is because the pathway around the map without the center destroyed is really long compared to the relatively short distance to your 3rd bases and the 4th/5th in the corner. It turns this map into a default-macro style. If this is not what you're going for, try changing the entrances to the vertical edge bases and maybe moving them farther away. You might want to leave a small gap in the rocks in the center for scouting units to get through. It's really hard to scout on this map. Oh also, use the image upload feature built into TL so the images appear inline and at the right size. @SullySunshine: It's not a bad map at all, it's certainly as good or better than the current ladder choices. (Which are overall quite yucky, but still.) This map is so long that players should quickly get 2 bases, then... the 3rd bases are really far away so it becomes either 1) aggression with an expansion behind it (better hope they're bad) OR 2) super mobile map control style threatening counters and catching them for 2v1 fights OR 3) very passive (unlikely in 2v2). It's hard for the players to work together unless they're just all-in'ing, since the bases are so far apart... opposite sides of the map in fact. | ||
algue
France1436 Posts
On April 02 2013 20:06 lil emo wrote: + Show Spoiler + On March 30 2013 01:53 algue wrote: Show nested quote + On March 28 2013 20:37 lil emo wrote: ![]() Quarantine, a feeble attempt at trying to get a "competitive" 1v1 map. Try and see (and do tell) which map's resources layout i blatantly stole Visuals are temporary.. the idea is to make mains feel like entrenched camps ps: + Show Spoiler + I get acne flashbacks from doing 1v1 maps You just destroyed Cloud Kingdom thanks, your encouragement is really helpful Well you asked "Try and see (and do tell) which map's resources layout i blatantly stole " I just answered your question, you blatanty stole cloud kingdom's base layout. | ||
Turias
United Kingdom4 Posts
Which is to say, it's not a bad idea but it's kind of boring, but that's not important for a first map, especially if you're doing other things right. ![]() Thanks! I know it's a bit simple, but I was just aiming to get the basics right, something balanced and symmetrical. The center pathway should definitely be wider. Right now a couple mines and a tank can hold that against 50 supply (exaggerating but still). The bases are all a little easy to hold, which is because the pathway around the map without the center destroyed is really long compared to the relatively short distance to your 3rd bases and the 4th/5th in the corner. It turns this map into a default-macro style. If this is not what you're going for, try changing the entrances to the vertical edge bases and maybe moving them farther away. Thanks for this advice, you've got some great ideas. Tough to make the trench in the middle wider without increasing the map bounds and shifting everything around. The distance between bases I actually went to great effort to lengthen! Afraid I'm not sure what bases you mean when you say 'vertical edge' bases. You might want to leave a small gap in the rocks in the center for scouting units to get through. It's really hard to scout on this map. Interesting idea, thanks. Oh also, use the image upload feature built into TL so the images appear inline and at the right size. Tried, due to being a new user am unable to post images. Have made some changes base don what you said, thanks again, tell me what you think. I've cut the path to the 3rd to widen the middle, also changed the tower platforms to open the map up a bit. Still think You are right about being easy to defend, not sure how I will deal with that atm. Perhaps open another ramp into the natural. http://img191.imageshack.us/img191/4936/chartrenchj2.jpg | ||
TheFish7
United States2824 Posts
@turias I have to say I liked the first version better, the choke in the middle is still too small and the 12 oclock / 6 oclock bases as well as the area outside the natural feel awkward now. I feel that if you just took the first version and made the central path larger, you'd have a more interesting map. I don't think you need to get rid of the path from the natural to the 12/6 oclock bases, instead just make those bases easier for the opponent to get at, perhaps by repositioning or adding a ramp. | ||
EatThePath
United States3943 Posts
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