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Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin |
On May 03 2013 10:27 FlyingBeer wrote: That's pretty spiffy, Uvantak. But all the bases feel just so close together. I'd suggest knocking out the 4 and 10 o'clock bases on the high ground, and then pulling the two ramps back, so they're not so close to the other two. Also, having so many ramps can create a lot of needless complexity. Cloud Kingdom has 14, Daybreak has 16, Ohana has 10, Bel'shir Vestige has 20, Planet S has 18, Akilon Wastes has 16, yours has 30. I think you should look at all the ramps, ask yourself why you put that there, and decide if maybe you should get rid of it. Even though the chokes are appropriately sized, having so many similarly sized spaces makes it feel as if every map position is just as good as the one before it.
I have no issues with the ramps, though I'm not sure about 8 bases per side. You could probably merge the 3/4 oclock bases into one and open up the map a bit.
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Thanks for the feedback guys, about the ramps the layout needs them since if i remove them there won't be enough paths for armies for get a proper surround/concave since many of the paths are very narrow for big armies to fight on (in other words FF=imba), about army positioning that's one of the things that i wanted with the map, make the terrain count, and in the games i have played on the map, it seems that i have achieved that ^^
About the expansions i'm very concerned since those ~3/4 oclock bases are very on top of each other as you guys notice, but at the same time i just can't put both in the highground since i feel that by doing so the map would feel even more cluttered and wouldn't flow properly, but you have a good point there a176, if i remove that ~3 oclock expansion and i move the optional 4rd a bit more to the right so it can sieged from below the map would still flow very well, I'll play around with that
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Im thinking about submitting these maps for the mapmaking contests. Im basically finished with the layouts but I need help with looks and fitting names..
I like maps uncluttered but I sense these might be a bit thin :/
This "char"-map is very small (120x120 with alot of deadspace) + Show Spoiler + Worker timings: Base to base: 45 sec Nat to Nat: 32 sec
Because its so small, playing offensive is highly rewarded and might be the only way to safely secure additional expansions.
This Urban-map is a medium sized (136x136) + Show Spoiler + Worker timings: Base to base: [NW-SW]&[SW-SE]&[SE-NE]&[NE-NW] - 52 sec, [NW-SE (cross)]&[SW -NE (cross)] - 57 sec Nat to Nat: [NW-SW]&[SW-SE]&[SE-NE]&[NE-NW] -33 sec, [NW-SE (cross)]&[SW -NE (cross)] - 37 sec What encouraged me to make this map is the fact that most of the maps with >2 spawning locations have balance issues that require spawn limitations or big sized and boring.
I've made this map almost completly symmertrical in all directions which makes it (I believe) balanced enough to stay small and entertaining..
The twist comes with the "two" naturals it has to have to enable the player to choose to expand away from the opponent.
As mentioned, I think im fairly done with the layouts(but all feedback is good feedback) but I need help with making them look awesome.
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Another update on my map. It's almost done now, but i can't figure out how to decorate those high grounds where you can't drop behind one of the potential 3rds... :<
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Update on Journey's End (WIP) just need more texturing, doodading but school is in the way unfortunately.
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your Country52797 Posts
On May 04 2013 15:50 theworldofdustoerba wrote:Update on Journey's End (WIP) just need more texturing, doodading but school is in the way unfortunately. + Show Spoiler + Your image is still upside down, might want to change that at some point.
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The picture looks upright to me, weird.
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Updated my map, added 4 bases... might be too much. Still not sure if the area directly outside of the main "fortresses" is too open or not and I'm not sure if I should add towers or not. Any advice/suggestions would be appreciated. The high-ground above the natural is not droppable by the way. Still 140x140.
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i think you should redesign the highground by the nat. its far to large and serves little purpose. theres nothing wrong with having spots for overlords ("overlord pods"), but here its a long swath of terrain you cant really do anything with, in fact is detrimental as it significantly boosts the power of air units because ground units cannot hit them.
also the entire middle of the map is far too barren.
try to integrate low terrain "holes" around your map. low terrain can help separate terrain just as well as high ground terrain but minus the air unit advantage. it can also help create paths around your map.
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United States845 Posts
![[image loading]](http://i.imgur.com/BLW3plQ.jpg)
Thoughts?
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On May 04 2013 15:50 theworldofdustoerba wrote:Update on Journey's End (WIP) just need more texturing, doodading but school is in the way unfortunately. ![[image loading]](http://i.imgur.com/LtjnpIj.jpg) Where are the mains? I see no base with a clear natural...
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the main is the lowered mining platform at 7 o clock and production building space adjacent to that which is the raised platform which has three entrance ways, two of which are blocked by debris initially and the third opening partially blocked which leads to the natural at 6 o clock.
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your Country52797 Posts
On April 27 2013 12:28 The_Templar wrote:147x147 Any comments or concerns? + Show Spoiler + Updated (this type of symmetry is freaking annoying)
![[image loading]](http://i.imgur.com/6FyE4bo.jpg)
Still trimming certain areas. Any problems?
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I think the base up against the main needs more space around it. Very hard to move around a town hall there.
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Yay yay guys guys guys!
I made my first map ever! I made it for the map contest. Anyway, it's not a very pretty map, in fact it's really bare. But I made it with my heart. :p
Nah more seriously I kind of like my new map, however since it's my first one, there may be issues with it that I may have overlooked. I wouldn't mind some experienced map makers share their thoughts on my map. It was fun making it at any rate so .... ^_^
+ Show Spoiler +
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your Country52797 Posts
People don't like ramps that go left, right, up, or down. They prefer diagonal ramps. Also, there are a lot of straight lines, which rarely works in a map.
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![[image loading]](http://i.imgur.com/xDf6ezn.jpg)
Any thoughts on this? I realise it's a tad... Unorthodox.
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Ok so based on your feedback, a few ideas come to mind.
1. Tweaking the ramps so that they're diagonal (I didn't think of it, but it's true that I don't recall ever playing on a map with non-diagonal ramps). 2. Getting rid of the 3 bases around 3 o'clock and breaking up the middle somehow. Maybe make 3 bases into 2 and make it so that the walk distance is longer, with either cliffs or ravines or something. 3. Less wide-open areas. 4. Make a ramp from start to natural and have natural and third on same level. It makes it easier for the opponent to deny a third.
My goal in making this map was to give people a chance to expand well away from their opponent and give people a chance to "strangle" their opponent.
+ Show Spoiler +
Those are the modifications I might make (excluding 4, an idea that came after I painted). The idea is that the player at the bottom can pressure top player hard if he controls the area right above the red/gold ravine (call that area A). Think siege tanks, swarm hosts, etc. The top player can retaliate by taking the bases at the left, however they'll be much harder to defend if bottom player already controls area A.
Well those are some thoughts I'm throwing around.
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