On May 13 2014 07:54 404AlphaSquad wrote:
Maybe it is just paranoia but some of these maps feel sc2ish ^^
Maybe it is just paranoia but some of these maps feel sc2ish ^^
I think that's just 90% the usage of doodads and textures.
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Big J
Austria16289 Posts
On May 13 2014 07:54 404AlphaSquad wrote: Maybe it is just paranoia but some of these maps feel sc2ish ^^ I think that's just 90% the usage of doodads and textures. | ||
-NegativeZero-
United States2141 Posts
On May 13 2014 15:01 Big J wrote: Show nested quote + On May 13 2014 07:54 404AlphaSquad wrote: Maybe it is just paranoia but some of these maps feel sc2ish ^^ I think that's just 90% the usage of doodads and textures. No, they definitely seem more like SC2 maps. BW maps (and I guess Starbow maps by association) generally had more spread-out expansion patterns and a much greater contrast between chokes and open areas - SC2 maps tend to have a lot of corridors of a more uniform size. | ||
Superouman
France2195 Posts
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TaShadan
Germany1965 Posts
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tactxteddybear
Hungary22 Posts
I designed this map for Total Annihilation Zero (no features added yet). Might the layout work with Starbow aswell or is it too Terran favored because of the cliffs in the middle? Hey... Well its an interesting concept, I would suggest, to add ramps, to the cliffs, and you are golden. | ||
TaShadan
Germany1965 Posts
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Xiphias
Norway2223 Posts
On May 13 2014 23:35 TaShadan wrote: I designed this map for Total Annihilation Zero (no features added yet). Might the layout work with Starbow aswell or is it too Terran favored because of the cliffs in the middle? ![]() Those are some really funky ramps. How did you do that? Also I like the thought, but it might be a bit too cramped in the middle for Starbow. | ||
tactxteddybear
Hungary22 Posts
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TopRamen
United States96 Posts
On May 13 2014 23:35 TaShadan wrote: I designed this map for Total Annihilation Zero (no features added yet). Might the layout work with Starbow aswell or is it too Terran favored because of the cliffs in the middle? ![]() It reminds me of Katrina ![]() | ||
EatThePath
United States3943 Posts
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Sikian
Spain177 Posts
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TaShadan
Germany1965 Posts
On May 14 2014 14:12 EatThePath wrote: I'm not sure TA and starcraft design really play well together. I don't even know where to begin thinking about TA design, but that layout looks unappealing for starcraft. What are the parts of it that you like for starcraft? Are these reasons similar to TA? I don't know that much about it as a competitive game but it doesn't seem like there are many things in common. I designed the map for Total Annihilation Zero. Its different to the original TA and has aspects of SupCom and Starcraft. Also the screenshot does not show a sc2 map (i created this map with the TA Editor and Photoshop/GIMP), i will have to remake the map with the sc2 map editor. | ||
EatThePath
United States3943 Posts
On May 14 2014 17:40 TaShadan wrote: Show nested quote + On May 14 2014 14:12 EatThePath wrote: I'm not sure TA and starcraft design really play well together. I don't even know where to begin thinking about TA design, but that layout looks unappealing for starcraft. What are the parts of it that you like for starcraft? Are these reasons similar to TA? I don't know that much about it as a competitive game but it doesn't seem like there are many things in common. I designed the map for Total Annihilation Zero. Its different to the original TA and has aspects of SupCom and Starcraft. Also the screenshot does not show a sc2 map (i created this map with the TA Editor and Photoshop/GIMP), i will have to remake the map with the sc2 map editor. Yeah so I gathered. ![]() | ||
TaShadan
Germany1965 Posts
On May 14 2014 23:07 EatThePath wrote: Show nested quote + On May 14 2014 17:40 TaShadan wrote: On May 14 2014 14:12 EatThePath wrote: I'm not sure TA and starcraft design really play well together. I don't even know where to begin thinking about TA design, but that layout looks unappealing for starcraft. What are the parts of it that you like for starcraft? Are these reasons similar to TA? I don't know that much about it as a competitive game but it doesn't seem like there are many things in common. I designed the map for Total Annihilation Zero. Its different to the original TA and has aspects of SupCom and Starcraft. Also the screenshot does not show a sc2 map (i created this map with the TA Editor and Photoshop/GIMP), i will have to remake the map with the sc2 map editor. Yeah so I gathered. ![]() Well there are several strategical possibilities, but to be honest i have no clue how this will play with Starbow. I could adjust some stuff to be more balanced though. I also did not decide where to place the minerals and features yet. I wonder how long your played Broodwar or Starbow? Are you an expert? If so why do you think it is unappealing? | ||
EatThePath
United States3943 Posts
On May 14 2014 23:28 TaShadan wrote: Show nested quote + On May 14 2014 23:07 EatThePath wrote: On May 14 2014 17:40 TaShadan wrote: On May 14 2014 14:12 EatThePath wrote: I'm not sure TA and starcraft design really play well together. I don't even know where to begin thinking about TA design, but that layout looks unappealing for starcraft. What are the parts of it that you like for starcraft? Are these reasons similar to TA? I don't know that much about it as a competitive game but it doesn't seem like there are many things in common. I designed the map for Total Annihilation Zero. Its different to the original TA and has aspects of SupCom and Starcraft. Also the screenshot does not show a sc2 map (i created this map with the TA Editor and Photoshop/GIMP), i will have to remake the map with the sc2 map editor. Yeah so I gathered. ![]() Well there are several strategical possibilities, but to be honest i have no clue how this will play with Starbow. I could adjust some stuff to be more balanced though. I also did not decide where to place the minerals and features yet. I wonder how long your played Broodwar or Starbow? Are you an expert? If so why do you think it is unappealing? Am I an expert? Who can say? ![]() My concern about the map is that everything looks very standard. The 4spawn layout of 3 bases per corner with everything connected by the center is very well explored. Your main nat 3rd look pretty normal, and then you have a center with pretty basic routes and pathways. Obviously the high grounds are the desirable feature to control and the main focus of the center. The alternatives to using them are narrow areas that won't provide any benefits over the mesas other than avoiding the mesas, which is hardly at all since the cliffs overlook almost all the lowground pathable area. Maybe if the chokepoints were designed differently (for example: having a wide ramp on the entire outside edge of the mesa in addition to the two little ones) the center concept would "make" the map and the conventional corner base layout would be acceptable too. Sometimes little changes can make everything click. I provide a lot of feedback in the sc2 mapping forum for new and experienced mappers alike; sometimes it's hard to gauge what level of feedback to give. I hope this was helpful for you! I welcome discussion if you want. ![]() | ||
TopRamen
United States96 Posts
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The_Templar
your Country52797 Posts
On May 15 2014 06:01 TopRamen wrote: Perhaps this isn't the place to ask, but, is there a better place to learn about map making? A better starting point? Some clear direction would help. Depends. Considering you post pretty much exclusively about starbow, I guess this is the best spot to learn about mapmaking. | ||
Crisium
United States1618 Posts
www.teamliquid.net/tlpd/korean/maps/199_Heartbreak_Ridge There's also New HBR, but the original has more pro games played. I'd love someone to convert this. I think as long as the cliffs by the mains cannot be Reaper/Blinked over (besides the small area by the ramps) it'd be fine for Sbow. Just think of all the classic matches on this map. Yellow vs Bisu alone brings back so many great feelings! | ||
Xiphias
Norway2223 Posts
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404AlphaSquad
839 Posts
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