On May 23 2013 07:03 chuky500 wrote: You can argue all you want about it being bad or ugly but I consider my map layout in advance for reasons you probably don't care about (distances between bases prevent base trades, attack path is different from defense path, watch towers are used for attack instead of defense, making harassing less 1 sided and other features).
Considering I am a mapper myself and run a mapmaking team, I'm gonna go on a limb and say I do care about those things. This is what I'm talking about regarding your disconnect with the mapmaking community.
On May 23 2013 07:03 chuky500 wrote: When Timetwister claims you can't make a bright lighting with a dark tileset, I don't consider this being leagues above my level. Skinning may be a low skill like Ironmansc says, but I know that each base must have a different set of textures and a different mineral line orientation, because it helps the players and spectators recognize where they are when the camera jumps from a place to another one. So I believe I do know what I'm talking about and I know things you don't. Yes that's experience. But if the mapping community stopped giving troll awards, backstabbing the mapper they're working with and other things you don't know but I won't mention because I've said enough..., and started listening to what other mappers have to say without calling them out the level of maps would increase.
Are you daft? There's nothing you've stated that I don't already know. What I don't know is why you have this ego complex, but acting superior with mediocre mapmaking knowledge doesn't win you any points. I'm really not sure why you're surprised the mapping community doesn't treat you well when you act like this; you and I have never had any interaction with one another in the past, but I can tell you right now that your behaviour isn't the way to go about making friends.
On May 23 2013 07:03 chuky500 wrote: When Timetwister claims you can't make a bright lighting with a dark tileset, I don't consider this being leagues above my level.
I made no such claims, nor does really any of your post make any sense...
On May 21 2013 02:48 saltis wrote: Uh, i really sick of dark maps. Even if it would be of a great design i still wouldn't vote for a dark maps. They are simply unattractive, depressive and unplayable at sunny day. p.s. I am just a casual player and dare to speak in the name of newbies and for the sake of SC2 popularity.
Sadly, there are only a few non dark tile sets. Sc2 is just a dark game
edit : iamcaustic like I said in the post it wasn't directed at you, so thanks for calling me daft but it was a reply to that :
On May 23 2013 04:23 Timetwister22 wrote: I would just like to say to everyone reading Chuky's comments, that I don't think he has any idea what he is talking about, so please do not take him seriously and ignore his negativity.
[...] As a result of these factors, I do not think he has any idea what he is talking about, and is just looking to start shit. Thus, I once again please ask anyone reading his comments to not take him seriously and to ignore his negativity.
On May 21 2013 02:48 saltis wrote: Uh, i really sick of dark maps. Even if it would be of a great design i still wouldn't vote for a dark maps. They are simply unattractive, depressive and unplayable at sunny day. p.s. I am just a casual player and dare to speak in the name of newbies and for the sake of SC2 popularity.
Sadly, there are only a few non dark tile sets. Sc2 is just a dark game, and that's just how it goes. But saying you wouldn't pick a map cause of aesthetics is horrendous. Gameplay first man. Always gameplay first.
On May 21 2013 02:48 saltis wrote: Uh, i really sick of dark maps. Even if it would be of a great design i still wouldn't vote for a dark maps. They are simply unattractive, depressive and unplayable at sunny day. p.s. I am just a casual player and dare to speak in the name of newbies and for the sake of SC2 popularity.
Sadly, there are only a few non dark tile sets. Sc2 is just a dark game
So where does that say you can't have bright lighting with dark tilesets? That just says sc2 has a lot of dark tilesets, which it does. No where in there am I claiming that you're physically unable to change the lighting of a tileset.
On May 23 2013 08:12 chuky500 wrote: edit : iamcaustic like I said in the post it wasn't directed at you, so thanks for calling me daft but it was a reply to that :
On May 23 2013 04:23 Timetwister22 wrote: I would just like to say to everyone reading Chuky's comments, that I don't think he has any idea what he is talking about, so please do not take him seriously and ignore his negativity.
[...] As a result of these factors, I do not think he has any idea what he is talking about, and is just looking to start shit. Thus, I once again please ask anyone reading his comments to not take him seriously and to ignore his negativity.
You really need to work on the context of your posts, then. Nevertheless I'll stand by those statements I made even if they're directed at Timetwister. You have displayed no examples or evidence of you having greater mapmaking knowledge than him, or knowing things he doesn't.
On May 21 2013 19:01 MarlieChurphy wrote: A good number of the maps just look like slightly varied clones of ladder/tourney maps we already have/had /: I guess the scene isn't quite ready for concept maps yet as the game is still developing with meta and patches changing stuff. I should have worked on my 3 player map concept considering there were none that made it in.
TPW Khalim's Will, TPW Koprulu seem decent. TPW Strangewood Mire might be interesting. Some of these maps need Higher quality pics, hard to tell what's going on; DF Yeonsu.
As far as team maps go, I hate it when the linear progression of bases is nonexistent so any map that has 1 natural or oddly placed bases is automatic fail. Essentially, team maps should just be created the same was as 1v1 maps with minor tweaks for allied play. I am interested to see the team play maps where the ally isn't so close or shared as well, never get to see or play those being that all the ladder maps are like that.
TPW Mystic is awesome. TPW Drifas Throne is interesting. TPW Sandlands seems ok, i wish there was just 1 shared entrance and then the nats having 2 separate paths into them (one being like a bifrost backdoor path or something).
CruX Breeze is cool if it is what I think it is, but it's kind of confusing looking.
PS- I don't know what TPW is, and I didn't choose the maps I liked based on names/makers, but if they are a team, they seem to be knowing what they are doing. :cheers:
oh god, how did you think it would be a good idea to post in plexa's thread
After posting this, I was listening to SotG 94 with David Kim, and he mentioned that a lot of the issues with balance or complaints about how at the end of WoL some of the builds and the game was sort of stagnated was primarily to do with the fact that all the maps were built to play out a certain way and were perhaps too boring/balanced. He said that it wouldn't be a bad idea to have some specifically questionable maps that may be imbalanced in order to inject the game with some excitement/timings (or whatever you want to call it). Coincidentally, this is exactly what we started seeing with BW with all the custom editors and weird concepts and gimmicks they were trying out.
I like most the maps except those backdoor rock ones. Imo those are pretty Z friendly maps. Still I agree that we need some revamp in the map style. Like the kespa crazy style of maps.
On May 23 2013 16:24 Belha wrote: I like most the maps except those backdoor rock ones. Imo those are pretty Z friendly maps. Still I agree that we need some revamp in the map style. Like the kespa crazy style of maps.
Well some of them are based off of Kespa maps and atleast Electric Circuit is based heavily off a Kespa map from BW, not that that's a bad thing as it was one of my favourite maps.
On May 24 2013 00:36 turtles wrote: I'm guessing it's too much to ask for any of them to be unlocked so we can open them in the editor?
i have no idea why you would want to do so, but i guess if you ask the authors for the file and have a good reason to have them here is a chance you get your hands on them. tbh i never give files "away" for no reason. results may vary from map maker to map maker.
On May 24 2013 00:57 Samro225am wrote: i have no idea why you would want to do so, but i guess if you ask the authors for the file and have a good reason to have them here is a chance you get your hands on them. tbh i never give files "away" for no reason. results may vary from map maker to map maker.
For use with training tools. I am about to release a build order tester / practice mod (I've been saying this for months but I'm telling the truth this time!). I finished a tutorial video a few days ago.
So it would make a cool tie in to release it on these maps. That way I can have a bunch of people help test it and find any bugs and these maps can get a more rigorous testing. Win-win for every one.
Unfortunately the map making teams are either korean or don't have any contact info
I'm sure there are other modders who would like to get their greasy paws mods onto these maps as well.
On May 24 2013 00:57 Samro225am wrote: i have no idea why you would want to do so, but i guess if you ask the authors for the file and have a good reason to have them here is a chance you get your hands on them. tbh i never give files "away" for no reason. results may vary from map maker to map maker.
For use with training tools. I am about to release a build order tester / practice mod (I've been saying this for months but I'm telling the truth this time!). I finished a tutorial video a few days ago. http://www.youtube.com/watch?v=BY09ub8jeKs
So it would make a cool tie in to release it on these maps. That way I can have a bunch of people help test it and find any bugs and these maps can get a more rigorous testing. Win-win for every one.
Unfortunately the map making teams are either korean or don't have any contact info
I'm sure there are other modders who would like to get their greasy paws mods onto these maps as well.