On January 13 2013 17:09 HypertonicHydroponic wrote: Well, with tomorrow being my actual birthday, I'm not as far along as I was planning to be right now so I doubt I'll make the deadline. Even if I can't make the competition deadline, in the spirit of participation, I'll post the resulting image when I finish in the next day or so. GL guys!
EDIT: by tomorrow I mean right now... I don't count my days until I get sleep. XD speaking of......
So yeah, birthday day was shot as far as mapping goes... not that I minded. XD So here's my late entry which is late, so I don't expect to be added to the pool. It has not yet been published and I think my working title is "Three Of Hearts", but I am open to suggestion. I decided to try a different kind of symmetry here... XD
As per usual the aesthetics are 1/10 @$5ed mainly just to denote the differences in land masses and ramps, and doodading is non-existant with the exception of LOS blockers and other game play functional things (there are a few pathing blockers here and there like in-between the halves of the island). Since it is not completely asymmetrical, it only adds one different game to the possible spawns, but I thought it would be a fun concept nonetheless.
It is probably not too clear from the screenshots since they are pretty low resolution, but since the topic was "multiple towers" ... I went a little overboard (17 towers!). XD Every main and natural has a tower (the middle has two), and there is a lot of tower overlap, so you can be scouting if you are being scouted. Sometimes this is at a distance, and sometimes this is just next to the cliff you are standing in front of. Hopefully it would make for some interesting shennanigans.
Thanks. When I make maps quickly vs. taking a lot of time on them it seems like people are more likely to like them.. maybe I overthink things and just mess things up when I take my time.
Another successful map jam! nice work to all who participated
Yeah, all the maps were super solid. I hope we don't get something intimidating like "3 player" next time.. it's more fun when there's a ton of submissions. Although I can't blame people who didn't do it this go around, I almost didn't make a map because I hate 3 player maps and had never made one before.
On January 17 2013 09:57 Fatam wrote: Thanks. When I make maps quickly vs. taking a lot of time on them it seems like people are more likely to like them.. maybe I overthink things and just mess things up when I take my time.
Another successful map jam! nice work to all who participated
Yeah, all the maps were super solid. I hope we don't get something intimidating like "3 player" next time.. it's more fun when there's a ton of submissions. Although I can't blame people who didn't do it this go around, I almost didn't make a map because I hate 3 player maps and had never made one before.
It's a little harder to make a "good" 3p map, but I think the big factor is it takes at least twice as long since every inch of the map requires attention to detail in placing terrain. I think I spent 4 absent minded hours while watching TV just filling in the different areas after I already spent 1 highly focused hour laying out the major features with a lot of measuring and adjusting. Sheesh.
I think my biggest issue w/ 3p maps is it's impossible to avoid 1 of the sides having completely different airspace than the other two, which can be imbalanced whenever banshee/drops are involved. I guess you can put some no fly zones to eliminate the space, but no fly zones are a little quirky.. it's definitely a flaw w/ the format
On January 17 2013 17:54 Fatam wrote: I think my biggest issue w/ 3p maps is it's impossible to avoid 1 of the sides having completely different airspace than the other two, which can be imbalanced whenever banshee/drops are involved. I guess you can put some no fly zones to eliminate the space, but no fly zones are a little quirky.. it's definitely a flaw w/ the format
I think you can make it work for the mains and nats if you really work on it. I wasn't quite able to do it on my map since I had to conform to the watchtower vision areas,
Anyway, getting something like fair airspace or something like that is probably more important than exact symmetry, considering you'll always have positional imbalance from being rotational.
Some concepts are more doable than others. Outlier, for instance, has pretty good balance... Maybe it's easier because the nats are towards the middle from the mains.