Mip moving along: There are 2 wip npcs: qxc and thorzain (catz to come) It's playable and already a load of fun... playable on Arcade (eu): Stukov's zombies (the zombies are in the works) It is made for 2 players (third is z in middle, still in the works) so you add an ai and do 3 teams ps: Arcade // Stukov 's zombies // create // get 2 players and an ai for zerg .. launch and have fun
lil emo, I don't think your map is really a melee map. melee means a standard sc2 map, no changes to A.I etc.
Thanks for your feedback on my Char Marsh map. It has been put to one side for the time being, but your ideas are being taken into account
This is my most recent project, not sure what tileset I feel like using, a moody green xel'naga temple or an umoja lab (Haven't seen a single good map on umoja yet and it has some awesome doodads). Or a greeny forest (A lot of jungles in sc2 but not many forests!)
Anyway, that's to be decided, first and foremost is layout. Tell me what you think.
The template for layout/ressources was meant to sway .. didn't work?
In any case maybe consider it as a silent protest from a mapmaker that feels there should not be getho in a ghetoized sub forum ... a wip is a wip a mip is a mip.. not to mention that having a wip thread for [A] would be so so ...
just remember to "hide" the galaxy "palette" to get largest capture possible the tl upload wants jpg, so thats the format you need ... there are sharewares that change format ... i'm slow, but if you are stuck just ask (here ior pm), I'll help (me loves nice pictures )
Well i got it uploaded at least but don't kill me for the size lol. you need to open in new window or tab to see it properly.
For the record, it's a cross spawn only map.
I didn't really stop at the basic layout and test the map to much since i really wanted to learn most of the aspects of the editor.
So this is a simple made map just for the reason of receiving feedback on it from all points of views.
Fire away!
Sorry if I seem harsh, I'm just listing off all the problems I immediately see: -Mains are very small -Main minerals can be sieged from outside the main -Nat to nat distance is too short (even worse with the existence of the backdoors) -Awkward 3rd positioning - tucked back and well-protected, but in order to move your army there you need to cross through completely open terrain and risk getting surrounded -3rd and 4th are basically equally easy to take, both are about the same distance from the nat ramp -Quite a bit of positional imbalance - if you expand clockwise you can take the normal base progression but if you expand counterclockwise you have to break the rocks and spread yourself out more
Well i got it uploaded at least but don't kill me for the size lol. you need to open in new window or tab to see it properly.
For the record, it's a cross spawn only map.
I didn't really stop at the basic layout and test the map to much since i really wanted to learn most of the aspects of the editor.
So this is a simple made map just for the reason of receiving feedback on it from all points of views.
Fire away!
Sorry if I seem harsh, I'm just listing off all the problems I immediately see: -Mains are very small -Main minerals can be sieged from outside the main -Nat to nat distance is too short (even worse with the existence of the backdoors) -Awkward 3rd positioning - tucked back and well-protected, but in order to move your army there you need to cross through completely open terrain and risk getting surrounded -3rd and 4th are basically equally easy to take, both are about the same distance from the nat ramp -Quite a bit of positional imbalance - if you expand clockwise you can take the normal base progression but if you expand counterclockwise you have to break the rocks and spread yourself out more
no i really apreciate the feedback, like i said this is my first map so i need all the feedback i can get. i actually removed all the fancy stuff from the map and started modding the main/nat and third location so it feels a bit more natural to play it on. I think it's coming along nicely so here is the new screenshot.
I tested out the rush distance and since it's crosspawn even with the old ramp it was very reasonable, but now are slightly increased. It it's current state the walking distance between two ramps are more then antiga shipyard for example. i pulled up the third a little bit and put the fourth slightly furter towards the middle to get a more natural flow of expanding. none of the mineral lines can be sieged, but 1 of the gas geysers from the nat can be with perfect placement, but then again only from 1 tank and no more so i'll leave that as is.
I really liked the idea of having a choice in expanding instead of a fixed position where your third "should be" so maybe later on i'll come up with an idea to implement that.
Haven't seen you in forever, man! Looking pretty good for someone who's been away for so long. Could use refinement, sure, but not bad. The openness, as you say, is the main thing I'd look at, and the rock tower doesn't seem to do much either. With some work though, it could be pretty cool.
I like it, I would agree that the middle is too chokey, perhaps move the 1x1 blocks further towards the xel'naga towers? I like the LoS brush, so would want to try and keep that.
I actually feel like the middle is not chokey at all if you remove the rocks from it, or leave them and have it as a tactical advantage for players to remove them if need be.
Yes the 1-2-3 bases feel alot like cloud kingdom but as long as the rest of the map doesn't feel that way i don't mind it too much, it's hard to come up with a completel original base placement.
The 1 thing that would bother me is that you cannot FFE on this map, the choke connects directly to a ramp so you have to wall-off two sections at once which is extremely risky in a more compact map.
I think the xel naga towers might be better placed on the highground maybe 2 hexes up ( or down ofcourse ) to make them harder to take, but also more important to take.
On April 10 2013 20:54 TechSc2 wrote: Yes the 1-2-3 bases feel alot like cloud kingdom but as long as the rest of the map doesn't feel that way i don't mind it too much, it's hard to come up with a completel original base placement.
Actually a huge portion of the map feels that way.. the highground middle is very similar, the rock placement on the same ramps is exactly the same, XNTs are just on a different side of the ramp, but they function the exact same, etc.
I do think it's just barely different enough to justify going further with it. I don't think the middle is too chokey. Those little 1x1 nubs don't do that much to break up a huge army moving through.. to your eye the nubs break it into two much smaller chokes, but in reality that's one big 18-20 square choke with a tiny obstacle in it.
I think some modifications to the natural could take away the cloud kingdomyness of it. The first 3 bases are similar, but the ramps at the third and shape of the 4th change it just enough. If the natural was rotated slightly and the ramp was moved outward a bit (towards the maps edge) combined with a slightly smaller choke I think that would differentiate it plenty.
The middle of the map seems very interesting to me, there could be serious contention between players expanding in the lategame, which is cool. Like Fatam said it is just different enough to definitely be worth pursuing, and in my opinion just similar enough to be a proven concept. Looks super fun to play to me!
Cloud Kingdom is largely considered one of the most balanced maps to date, so if it aint broke no need to fix it anyway. Like Fatam said it is just different enough to be worth pursuing, and in my opinion just similar enough to be a proven concept. Looks really fun to play to me.
Unsure if I like this idea or not. 4p map, kind of "2 in 1" style but all spawns are available. My biggest concern was if it'll be too tough for zerg depending on close positions but with the way I've set it up it allows the zerg to always expand away from his opponent if needed.
Anyone notice any very bad mistakes that maybe I'm just blind and haven't noticed?
On April 09 2013 02:39 Turias wrote: lil emo, I don't think your map is really a melee map. melee means a standard sc2 map, no changes to A.I etc.
Thanks for your feedback on my Char Marsh map. It has been put to one side for the time being, but your ideas are being taken into account
This is my most recent project, not sure what tileset I feel like using, a moody green xel'naga temple or an umoja lab (Haven't seen a single good map on umoja yet and it has some awesome doodads). Or a greeny forest (A lot of jungles in sc2 but not many forests!)
Anyway, that's to be decided, first and foremost is layout. Tell me what you think.
On April 12 2013 09:08 SidianTheBard wrote: Unsure if I like this idea or not. 4p map, kind of "2 in 1" style but all spawns are available. My biggest concern was if it'll be too tough for zerg depending on close positions but with the way I've set it up it allows the zerg to always expand away from his opponent if needed.
Anyone notice any very bad mistakes that maybe I'm just blind and haven't noticed?
Size: 160x160 (same as Whirlwind.)
I love your map great job ♥! I would only get some changes to the middle but nothing major
Things I want advice on: -Should I split the corner expo's into 2 expo's? That way the size of the map is more understandable and overall having more bases is better, but I am still split on if it would be a good idea. -What should I do with the middle?