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Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin |
On April 15 2013 03:06 moskonia wrote:My new map: (bounds 142x160) 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?
make a Xel naga cavern-ish middle !
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![[image loading]](http://i.imgur.com/aQzwKyj.jpg)
I think I like this one.
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your Country52797 Posts
There are the obvious 4 gate issues in the backdoor nat unless you placed some LoS blockers. Other than that it might be a bit cramped but I love it.
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Syphon, I think you've got good potential in that map. I rarely say this, but I think your terrain is too complicated. The tiny path behind third/fourth, the side paths splitting awkwardly, and the middle rocks that block the ramp in a weird way. All of them seem super gimmicky and I'm not sure why they're there.
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Because I think it's better to take things away rather than add them. Was just going for a BW-esque feel. Definitely up in the air, I like the generally shape enough that I'm willing to fine tune it.
Wasn't sure about the backdoor to the nat, just put them in because I had room. I'm sad you don't like the rocks towards the middle, that little ridge above the fourth is one of my favourite parts. I guess I should redo it so the block feels more natural, and leaving it closed gives your opponent more advantage.
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On April 16 2013 11:52 Syphon8 wrote: Because I think it's better to take things away rather than add them. Was just going for a BW-esque feel. Definitely up in the air, I like the generally shape enough that I'm willing to fine tune it.
Wasn't sure about the backdoor to the nat, just put them in because I had room. I'm sad you don't like the rocks towards the middle, that little ridge above the fourth is one of my favourite parts. I guess I should redo it so the block feels more natural, and leaving it closed gives your opponent more advantage. I like this answer. I give full credit to monitor for voicing an appropriate concern. I also almost totally disagree -- though I think we should talk about the features individually. That said this map definitely comes off as "too complicated, unnecessarily". I want to digress a little about this before I address the map itself:
So far in SC2 we've had almost no "weird", "awkward", "icky-feeling" map features as an important part of a map. It's been actively shunned or avoided. It hasn't even really come up. Compare this to BW maps that often have things that are downright disgusting from an aesthetic, pathing, elegance-of-design, or intuitiveness perspective. But these features are what make the maps. I definitely think we're missing out on something in SC2 and it's more because of a present day game design and consumption cultural issue than anything. Kespa maps already made a dent in this with arkanoid etc. and now we have 1gas FS. I think the time is ripe to try some more adventuresome things that might strike the palate funny at first. Even so, you can't just throw weirdness at people and complain when they run away screaming. Which is why monitor has a great point that is crucial for this map to consider even though I don't think we should deal with it in blanket terms, but instead address individual items. ...So, anyway.
I love this map! This is the first time I've seen anything in an SC2 map that screamed BW feel to me. It just hasn't happened to me until now. I absolutely love all the crooks and corners and alleyways. There is no reason we can't have stuff like that these days -- competitive SC2 is mature enough to handle weirdness. This is the kind of terrain that let's players have a martial arts fight instead of a dumb-show ceremonial combat. What I mean by that is SC2 lacks a battle component that I feel showed up in BW more often, where on-the-fly tactical decisions could blow you away. This goes beyond a neat micro trick. It's the kind of wonder-move that flips the whole strategic momentum of a game. Right now in SC2 map routes are pretty basic... so fights over territory, when they even happen, are very "chunky". You have it or you don't. There isn't really any "bishop hidden in the corner revealing check" kind of tactics that happen. It's not that battles are scripted, but players don't really have a lot of choices once a fight is unavoidable. You just perform the requisite action to the best of your ability. Sometimes by a quirk of proximity to mining and reinforce, you get really cool tipping point situations, but these seem to be more freak accidents where forces were balanced and funneled just right, not the result of an inspired tactical improvisation.
What I'm trying to say is, I see so much potential in this map for all those things to happen given far more tactically relevant terrain, which is why this map lights me up so much. In particular, the wicked chokes between ramps and whatnot give beautiful options for engagements and disengagements at different scales, and as a fight evolves the intervening and nearby terrain becomes more relevant.
I will hold off on evaluating the particulars other than "I like all of the map" because I need to look at it more to say something useful and I don't see any major problems after a short look.
I will say warpins are a sticky issue and probably need to be prevented, and the best way is probably checkerboard unbuildable terrain (so you can still push creep) on the back side of the minerals.
To return to weirdness and acceptability, I think the aesthetics on this map will have extremely increased importance in communicating to the player and spectators what the map is actually doing. I think simple will be best here, with strong visual cues and generally good contrast. Although a strong lore/environment can be just as effective as clean visuals to make it easy to get it and to like it.
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I kind of skimmed your reply Path (it's late, and concentrating is hard), but I agree with those sentiments. We've been avoiding complicated for so long, mainly because zerg needed open space so badly in WOL. In HOTS with zerg having many new ways to be competitive regardless of the terrain, I think now is the perfect time to try some complex/awkward maps and see what happens.
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Unregarding what the others have said, up to where the vision of the Xel'naga towers go? Since it seems to me it might be able to blink into the main, although its hard to tell just for the overview.
Other than that, what sticks out most is how easy is to get 3.5 bases against Zerg. I am not sure how imba it would be since Zerg are also the race which could take the in-base expo most easily since of the map control they normally have with speed lings. If you don't want to see the Tempest - HT - Cannons prominent here, I suggest you make the 4th base a bit harder to take versus Zerg (the ledge behind it doesn't do much to that).
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Theres too much gimmicky stuff going on. Its ok to be experimental, but I think the map you've created just has too much stuff going on. Also diagonal ramps only plz
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On April 16 2013 21:00 ihasaKAROT wrote:Theres too much gimmicky stuff going on. Its ok to be experimental, but I think the map you've created just has too much stuff going on. Also diagonal ramps only plz  About the diagonal ramps only, its not too bad as long as its not at the main or nat, it matters there because its different to wall and it takes a different amount of force fields to block. You can it in Planet S for example, on the 3rd there is a ramp that is not standard, but it's OK, and no one has complained about it.
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On April 16 2013 21:32 moskonia wrote:Show nested quote +On April 16 2013 21:00 ihasaKAROT wrote:Theres too much gimmicky stuff going on. Its ok to be experimental, but I think the map you've created just has too much stuff going on. Also diagonal ramps only plz  About the diagonal ramps only, its not too bad as long as its not at the main or nat, it matters there because its different to wall and it takes a different amount of force fields to block. You can it in Planet S for example, on the 3rd there is a ramp that is not standard, but it's OK, and no one has complained about it.
One small ramp is fine but would it be ok to play on a map full of vertical and horizontal ramps ? (except for the main and second ramp)
I got a couple map project in store and some of them need to have non-diagonal ramps. I wonder if I should make them or if it would be a waste of time. I personnaly think that non-diagonal ramps are adding so much more possibilities to the maps that people should use them more.
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Hi guys, I am pretty new to map making but I want some feedback on this layout
+ Show Spoiler +
I am not so happy with the 5th and 6th bases and the middle, they feel pretty boring. Please give some suggestion how to imropve them and make it more intresting.
Thanks!
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On April 16 2013 23:08 algue wrote:Show nested quote +On April 16 2013 21:32 moskonia wrote:On April 16 2013 21:00 ihasaKAROT wrote:Theres too much gimmicky stuff going on. Its ok to be experimental, but I think the map you've created just has too much stuff going on. Also diagonal ramps only plz  About the diagonal ramps only, its not too bad as long as its not at the main or nat, it matters there because its different to wall and it takes a different amount of force fields to block. You can it in Planet S for example, on the 3rd there is a ramp that is not standard, but it's OK, and no one has complained about it. One small ramp is fine but would it be ok to play on a map full of vertical and horizontal ramps ? (except for the main and second ramp) I got a couple map project in store and some of them need to have non-diagonal ramps. I wonder if I should make them or if it would be a waste of time. I personnaly think that non-diagonal ramps are adding so much more possibilities to the maps that people should use them more. Non-diagonal ramps are fine. Horizontal are probably preferable to vertical because it's easier to see them and cast spells on them, so orient your map that way if possible. The taboo against them is because they are ugly when used improperly, but it's fine to use the tools we have.
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On April 17 2013 02:03 BillTheNydusWorm wrote:Hi guys, I am pretty new to map making but I want some feedback on this layout + Show Spoiler +I am not so happy with the 5th and 6th bases and the middle, they feel pretty boring. Please give some suggestion how to imropve them and make it more intresting. Thanks! I think it's real solid. Give it a go.
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On April 17 2013 05:51 lorestarcraft wrote:Show nested quote +On April 17 2013 02:03 BillTheNydusWorm wrote:Hi guys, I am pretty new to map making but I want some feedback on this layout + Show Spoiler +I am not so happy with the 5th and 6th bases and the middle, they feel pretty boring. Please give some suggestion how to imropve them and make it more intresting. Thanks! I think it's real solid. Give it a go. Indeed, I actually quite like this. The middle is "boring" but it functions well infact, those holes are well placed for more interesting lategame army movement.
One problem is that the main base should have more build space. I would just widen the map 4-6 squares on each side and make them wider and maybe a little taller. This would create airspace along the vertical edges but I think that'd be good actually, to make the lategame bases more vulnerable to air and to provide a lane that can't be scouted by ground for drops and longterm overlord paths.
[edit] and your name (bill) is hilarious lol XD
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First pass at a Gaema Gowon that doesn't have an imba natural, nor is far larger than the BW version which has very short nat2nat.
![[image loading]](http://i.imgur.com/XdS8cR7.jpg)
Kind of thinking I should just make it larger to extend the nat2nat instead of using rocks on the pinwheel path obstructions in the middle. Eh.
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On April 17 2013 12:53 EatThePath wrote:First pass at a Gaema Gowon that doesn't have an imba natural, nor is far larger than the BW version which has very short nat2nat. ![[image loading]](http://i.imgur.com/XdS8cR7.jpg) Kind of thinking I should just make it larger to extend the nat2nat instead of using rocks on the pinwheel path obstructions in the middle. Eh.
Be ready to explain how you are supposed to forge fast expand on this map (people here are very picky about this)
The high ground 3rd base is pretty smart and new but I don't see how it could be balanced, it's the perfect spot to tower rush or bunker rush. There is so much cheesing potential on this map that i'm too lazy to list everything ! You should maybe try to tweak the ramp with the collapsable rock, it's way to easy to exploit in the early game.
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On April 17 2013 02:03 BillTheNydusWorm wrote:Hi guys, I am pretty new to map making but I want some feedback on this layout + Show Spoiler +I am not so happy with the 5th and 6th bases and the middle, they feel pretty boring. Please give some suggestion how to imropve them and make it more intresting. Thanks!
Hey, that's a pretty nice layout, especially if you're just starting out. Firstly, I'd advise you to use Belshir Tileset, as it is the easiest.
Just be careful about siege tanks being able to attack the natural mineral line, the middle, etc.
Also try to think about making the cliffing more rugged and natural.
Gl
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On April 16 2013 15:58 EatThePath wrote:Show nested quote +On April 16 2013 11:52 Syphon8 wrote: Because I think it's better to take things away rather than add them. Was just going for a BW-esque feel. Definitely up in the air, I like the generally shape enough that I'm willing to fine tune it.
Wasn't sure about the backdoor to the nat, just put them in because I had room. I'm sad you don't like the rocks towards the middle, that little ridge above the fourth is one of my favourite parts. I guess I should redo it so the block feels more natural, and leaving it closed gives your opponent more advantage. + Show Spoiler +I like this answer. I give full credit to monitor for voicing an appropriate concern. I also almost totally disagree -- though I think we should talk about the features individually. That said this map definitely comes off as "too complicated, unnecessarily". I want to digress a little about this before I address the map itself:
So far in SC2 we've had almost no "weird", "awkward", "icky-feeling" map features as an important part of a map. It's been actively shunned or avoided. It hasn't even really come up. Compare this to BW maps that often have things that are downright disgusting from an aesthetic, pathing, elegance-of-design, or intuitiveness perspective. But these features are what make the maps. I definitely think we're missing out on something in SC2 and it's more because of a present day game design and consumption cultural issue than anything. Kespa maps already made a dent in this with arkanoid etc. and now we have 1gas FS. I think the time is ripe to try some more adventuresome things that might strike the palate funny at first. Even so, you can't just throw weirdness at people and complain when they run away screaming. Which is why monitor has a great point that is crucial for this map to consider even though I don't think we should deal with it in blanket terms, but instead address individual items. ...So, anyway.
I love this map! This is the first time I've seen anything in an SC2 map that screamed BW feel to me. It just hasn't happened to me until now. I absolutely love all the crooks and corners and alleyways. There is no reason we can't have stuff like that these days -- competitive SC2 is mature enough to handle weirdness. This is the kind of terrain that let's players have a martial arts fight instead of a dumb-show ceremonial combat. What I mean by that is SC2 lacks a battle component that I feel showed up in BW more often, where on-the-fly tactical decisions could blow you away. This goes beyond a neat micro trick. It's the kind of wonder-move that flips the whole strategic momentum of a game. Right now in SC2 map routes are pretty basic... so fights over territory, when they even happen, are very "chunky". You have it or you don't. There isn't really any "bishop hidden in the corner revealing check" kind of tactics that happen. It's not that battles are scripted, but players don't really have a lot of choices once a fight is unavoidable. You just perform the requisite action to the best of your ability. Sometimes by a quirk of proximity to mining and reinforce, you get really cool tipping point situations, but these seem to be more freak accidents where forces were balanced and funneled just right, not the result of an inspired tactical improvisation.
What I'm trying to say is, I see so much potential in this map for all those things to happen given far more tactically relevant terrain, which is why this map lights me up so much. In particular, the wicked chokes between ramps and whatnot give beautiful options for engagements and disengagements at different scales, and as a fight evolves the intervening and nearby terrain becomes more relevant.
I will hold off on evaluating the particulars other than "I like all of the map" because I need to look at it more to say something useful and I don't see any major problems after a short look.
I will say warpins are a sticky issue and probably need to be prevented, and the best way is probably checkerboard unbuildable terrain (so you can still push creep) on the back side of the minerals.
To return to weirdness and acceptability, I think the aesthetics on this map will have extremely increased importance in communicating to the player and spectators what the map is actually doing. I think simple will be best here, with strong visual cues and generally good contrast. Although a strong lore/environment can be just as effective as clean visuals to make it easy to get it and to like it.
Thanks, that's what I was going for. 
I remade the map, and took a picture when I started texturing it.... However, my computer died and the map got corrupted. Even Ladik's MPQ viewer won't open it. Any suggestions?
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Some stuff i was playing with 
Still not finished the layout , though.
![[image loading]](http://i.imgur.com/UXdw7qi.jpg)
(Tileset : Desert with mixed Korhal Textures , plus Zerus plants ^^ Looks so cool !
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