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Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin |
On December 05 2013 16:27 EatThePath wrote:Show nested quote +On December 05 2013 15:13 -NegativeZero- wrote:On December 05 2013 10:30 EatThePath wrote:On December 02 2013 14:59 -NegativeZero- wrote: Also I remember someone using the burrowed ultralisk FF preventing thing a long time ago, but I forget what map it was and I can't find it... I want to say that was monitor or maybe semmo, I could be wrong though. The map was dirt/sand coloured, that's all I can remember. XD I have also played around with making duplicate colossus units with alternate textures so they look like statues. That way the players know they are there but can still move through them while they block FF. idk, maybe something like this is worth it. Are the colossi indestructible or raised HP something? I think the advantage of using burrowed ultras is that they are burrowed and therefore harder to remove, at least in the early game where something like an FF blocking the ramp is more likely to be a game-changing event. I actually first did them as untargetable / unkillable because I wanted a permanent FF blocker that was also a built-in visual cue. Without knowing the ultras are there you just see a forcefield fail to appear, so it could be confusing. You could make it however though, like same HP/armor as rocks, with or without shields that recharge quickly, etc.
If you guys are talking about a custom neutral unit, you can change the model to whatever and check off the unit flags "massive" and "invulnerable". You could change the actor height and have it sticking up out of the ground, or flying overhead. There is an invisible flag as well.
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This is my First time posting, and New to the site i been making maps for 7 months and i will like to show my work.
[url=http://imgur.com/jkndi6n][img]http://i.imgur.com/pQrnRhJ.jpg[/url][/img][url=http://imgur.com/KhtAk8a][img]http://i.imgur.com/6rjxwoD.jpg[/[url=http://imgur.com/jv0dMpA][img]http://i.imgur.com/ydsdd4P.jpg[/url][/img]url][/img]
Poll: I will like to see if this is a good mapcrappy map it will never work (1) 100% Good Job (0) 0% well made (0) 0% needs inprovement (0) 0% bad map is not going to work (0) 0% 1 total votes Your vote: I will like to see if this is a good map (Vote): Good Job (Vote): well made (Vote): needs inprovement (Vote): bad map is not going to work (Vote): crappy map it will never work
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I would advise looking at ladder or tournament maps (or user-made maps here, which are usually decent quality) and observing the conventions used in those cases. Look at the mineral line layouts and base progression (usually a main base with a single ramp of the smallest possible size, then a natural with a medium-sized choke, then third, fourth, fifth bases, etc.)
I think that what you have is interesting, but far, far too non-standard and in need of much more aesthetic polish.
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On December 06 2013 09:51 wargirl wrote:![[image loading]](http://i.imgur.com/VvKswyA.jpg)
So are 12 spawns available, or just 6? I don't see any reason not to have 12. I like the idea of having a natural close by the main bases, and emphasizing control of the center of the map, but there are a few improvements that could be made. Resource density in the center of the map is very high, especially with gold bases - consider removing bases. The circular walkway is too narrow for 3v3 sized armies. Avoid the use of east-west and north-south ramps; try and use diagonal. The mineral lines in the main bases and naturals should be standard to avoid faster than intended gathering rates. Welcome~
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Thank you i will take it in to advise and will make changes, also im not loocking to make a generic map and all look a like blizzard map, This is my first time posting i hope a get good feedback to improve thanks in advance to all that will comment!
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On December 06 2013 09:51 wargirl wrote:This is my first time posting, and new to the site i been making maps for 7 months and i will like to show my work. [url=http://imgur.com/jkndi6n][img]http://i.imgur.com/pQrnRhJ.jpg[url=http://imgur.com/KhtAk8a][img]http://i.imgur.com/6rjxwoD.jpg[/[url=http://imgur.com/jv0dMpA][img]http://i.imgur.com/ydsdd4P.jpgurl] Poll: I will like to see if this is a good mapcrappy map it will never work (1) 100% Good Job (0) 0% well made (0) 0% needs inprovement (0) 0% bad map is not going to work (0) 0% 1 total votes Your vote: I will like to see if this is a good map (Vote): Good Job (Vote): well made (Vote): needs inprovement (Vote): bad map is not going to work (Vote): crappy map it will never work
[/url][/img][/url][/img][/img]
fix your image links
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On December 07 2013 03:27 wargirl wrote: Thank you i will take it in to advise and will make changes, also im not loocking to make a generic map and all look a like blizzard map, This is my first time posting i hope a get good feedback to improve thanks in advance to all that will comment! This is a 3v3 map, with only two spawn locations? If that is the case, I recommend you design the map with 180deg symmetry, not 90deg symmetry. There's no need to have the left and right sides be exactly the same as the starting locations, unless it's meant to be a 4spawn map.
As for the map itself, it really lacks open areas for the teams to fight. All the major routes are severely constricted, especially by team map standards. While there are open areas, they are all in places where you wouldn't want to allow an attack to reach in the first place.
The unconventional mineral lines are fine, I guess, but you should practice using "normal" base designs. You should also try to use diagonal ramps where possible, because they are easier on players and spectators. Vertical / horizontal ramps should be the occasional exception, not the norm.
Overall, this map seems like a chore to play on. Any attacks will be like a de facto all-in, because it seems so much easier to just take more bases and move to defend any harassments / attacks. There's very little value to position on the map, other than the gold bases, but the main route to attack those is from the middle light-coloured ring pathway, which is how all the other attack routes go too. The highground in the middle is just imbalanced as a location for engagements, and will be a huge pain with 6 players trying to fight. In short, the flow of the map seems awkward and almost never fun. Of course I'm interested to hear your thoughts behind it, maybe I'm missing something.
Usually I like to give pictures of changes I would make, but I'm not even sure it applies here, since I don't know what I would even do without significantly altering the layout. Would you find something like that helpful, though?
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 What do you think ? It is strange , but i like it , zerg might need to take third/natural in the upper expansions ...
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^ Extremely clustery 4 bases. The bottom right base should be at least 4-6 squares further away imo. And probably the upper left one too.
edit: I mean, I guess it's on par with Akilon, if that's what you're going for...
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I made some changes as for the ramps i love for them to stay as they are I also open the walkways more and for aesthetic polish still working on it i will post tomorrow txs. everybody for you comments.
![[image loading]](http://i.imgur.com/1AZfRiP.jpg)
![[image loading]](http://i.imgur.com/tFv9GWZ.jpg)
![[image loading]](http://i.imgur.com/z88rzOW.jpg)
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Looking better. I still don't know about that many gold bases, but it could work since if it's a 3v3 since each player would get far fewer bases.
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I love gold what can i say! (;--)
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On December 07 2013 08:45 wargirl wrote: I love gold what can i say! (;--)
Interesting you say that.
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I really like that. It seems like it would produce some fast and fun games.
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Looks good, sort of a cross between Daybreak/Ohana/Yeonsu. However the first 4 bases are all probably grouped too closely together.
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@Marcus, pretty cool. I want there to be 2-4 more squares in the middle between the center gold cliffs, and then you could put a doodad clump to the N and S as well to break up the space a little.
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Minor update taking some of these suggestions into account.
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That looks pretty fun. Nice and simple.
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Looking good. I am imagining some cool strats where you take gold 3rd and gold 4th and get up to 22+22+18+18 = 80 workers for full saturation 4 base economy and then play a very aggressive unit trading style heavy on production capacity.
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![[image loading]](http://i.imgur.com/bpGlFrI.jpg)
Somethin' I'm working on, the textures right now make it a little hard to break down... So I'll give a little rundown.
1 vs. 7, of course, natural has two entrance: the narrow one branches out into a path towards the far back fourth base, protected by rocks, the forward 5th, which sits opposed the opponents, and finally to a very narrow lowground path which connects opposite the other natural entrance.
The wide path leads to the low ground pocket third. It is positioned such that it isn't harassable from the mid, but is harassable from the highground if your opponent brings armies through the lowground path, drops them behind the rocks, or takes out the rocks in the center.
To account for the third getting easier to harass the longer the game goes, the fourth is also placed in a far back position, though blocked by rocks. Somewhat reminiscent of Polar Night. For the fifth, either the forward base or the gold is an option. The golds are far from the center, and provide the advantage in income and pulling your opponent away from the valuable center. The forward bases, conversely, allow you to concentrate your defenses on the center which also guards your nat and third in the later game.
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