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[M] (2) Dragonshire by IronManSC - Page 2

Forum Index > SC2 Maps & Custom Games
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IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2017-04-06 00:46:46
April 06 2017 00:44 GMT
#21
So here's the issue I ran into (and I'm extremely dumb for this). When I used the models for warcraft 3, I imported the actual war3 data dependency. What I should have done was open a new map, open the War3 Art mod, export the desired units and doodads, and then import those into Dragonshire so that they are simply doodads, not a dependency.

I'm like 30% done. There's a good chance not all of the doodads you see now are going to be retained (such as Thrall's Hut). But this is a learning curve for me so I'm figuring it out. In the meantime, just don't play as any warcraft races and you'll be fine for the time being.

On the flip side, I am making a couple of balance changes:

1) Experimenting with a watch tower in the middle
2) Rock towers at the linear thirds (adjustable choke size for defendant)
3) Linear 4th ramps reduced to 2x (down from 3x)
4) Main base size reduced slightly
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2017-04-09 23:13:54
April 09 2017 22:29 GMT
#22
Map has been updated and re-published. Here are the changes.

1) Warcraft 3 units and buildings were removed. They are too tedious to import and to co-exist with starcraft dependencies. This will cause issues in the future if the map ever gets considered for ladder and I want to avoid that. Sorry. However I am working on getting the sheep imported soon, and possibly the dragons.

2) Watch tower was added to the middle. A few grandmaster test games suggested that this would be beneficial. It offers needed awareness for the center while being able to focus on side paths. The good news is that the watch tower doesn't reveal too much.

3) Water was edited to be more vibrant

4) There was an issue with the eggs being extremely bright and glowing. I adjusted them and they should be fine now hopefully.

5) The main base sizes were reduced.

6) The linear thirds now have a rock tower for players to use accordingly to protect their thirds. Certain buildings are still able to be hit by siege from behind the rocks.

7) LOS was removed from the tiny chokes on the high ground bases and instead added around the watch tower.

8) The linear 4th base ramps were both reduced to 2x (down from 3x). Players felt the linear 4th was too open and harder to defend, so the ramp sizes were reduced.

9) Dependencies were fixed. Previously you could spawn as warcraft races.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Broodie
Profile Blog Joined May 2008
Canada832 Posts
Last Edited: 2017-04-10 05:10:23
April 10 2017 05:06 GMT
#23
Super sweet idea with the wc3 look, it's quite "soft" versus almost every other map around, which feel very gritty in some ways, even in lush jungles. Dragon shires tileset is almost as soft as some beach tiles sets kicking around the net.

I'm not sure about some parts of the layout though, the middle high ground base locations look a little awkward to me.
Call me crazy but if I were to try something, it would be to block the forward ramp closest to the base with rocks, and make the middle ramps that are blocked now, with collapsibles.

It just feels a little base tradey to me?

That and the rocks near that potential third feel weird, why not block things a little farther forward and doodad the space where the rocks are now? They don't seem to have much real utility for being natural 4th.

Bad ideas?
SilentLiquid.Broodie - Author of Tango Terminal, Ophilia RE, Cajun Quandary, & The Beneath
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
April 12 2017 18:40 GMT
#24
I'm still deciding on what to do with the linear thirds. The rocks may seem awkward but they work because they can create a smaller choke which is great for Terran and Protoss, given the fact that it's very open outside the natural. But it also works because you can re-open it again later on and make it tougher to defend. I could add more doodads in place of those rocks but I feel it would take away from the strategic value it offers.

Base trading seems like it would be problematic but it's too early to tell. Fixing an issue like base trading, or split map control, would force me to overhaul the middle design and I'm long past that part. It can be a base trade depending on which bases you take, your army mobility, and more. I don't think it would be a general outcome.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Snuzzy
Profile Joined July 2016
10 Posts
April 23 2017 11:26 GMT
#25
How do I find this map? I'm pretty nooby and cant seem to find it on the arcade D:
InfCereal
Profile Joined December 2011
Canada1759 Posts
April 23 2017 12:08 GMT
#26
On April 23 2017 20:26 Snuzzy wrote:
How do I find this map? I'm pretty nooby and cant seem to find it on the arcade D:


Go to Multiplayer -> Custom -> Search for Dragonshire
Cereal
Snuzzy
Profile Joined July 2016
10 Posts
April 23 2017 13:08 GMT
#27
On April 23 2017 21:08 InfCereal wrote:
Show nested quote +
On April 23 2017 20:26 Snuzzy wrote:
How do I find this map? I'm pretty nooby and cant seem to find it on the arcade D:


Go to Multiplayer -> Custom -> Search for Dragonshire

Thank you!~
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
April 24 2017 13:24 GMT
#28
Discovered another issue. When Zerg creep touches the dragon eggs, they transform into trees. The eggs are actually a model that I overwrote on a tree I wasn't planning on using, however the creep transition needs to be fixed.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
lorestarcraft
Profile Joined April 2011
United States1049 Posts
April 29 2017 17:00 GMT
#29
I think it's a beautiful map, well done.
SC2 Mapmaker
ruypture
Profile Joined May 2014
United States367 Posts
May 02 2017 04:07 GMT
#30
I actually really like the layout of this map. The third/fourth layout reminds me of cactus valley except less punishing.
어윤수|이신형|이재동|이승형
thezanursic
Profile Blog Joined July 2011
5489 Posts
May 02 2017 05:12 GMT
#31
On April 10 2017 07:29 IronManSC wrote:
1) Warcraft 3 units and buildings were removed. They are too tedious to import and to co-exist with starcraft dependencies. This will cause issues in the future if the map ever gets considered for ladder and I want to avoid that. Sorry. However I am working on getting the sheep imported soon, and possibly the dragons.


No way to work around this?
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
May 03 2017 00:34 GMT
#32
On May 02 2017 14:12 thezanursic wrote:
Show nested quote +
On April 10 2017 07:29 IronManSC wrote:
1) Warcraft 3 units and buildings were removed. They are too tedious to import and to co-exist with starcraft dependencies. This will cause issues in the future if the map ever gets considered for ladder and I want to avoid that. Sorry. However I am working on getting the sheep imported soon, and possibly the dragons.


No way to work around this?


It is doable, but it is a long and tedious process which I do not want to involve myself in. The worst part is, if anything is broken, unnecessary, or not ladder appropriate, it is a bigger process than just deleting the dependencies. As much as I would LOVE warcraft units in the game (possibly the dragon soon), I just don't want to put myself in a position that may come back to bite me in the arse.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
May 17 2017 22:33 GMT
#33
Latest version is now released with two changes:

1) The rock towers by the third bases were removed. Extra doodads were added to shorten the width of the linear 3rd choke.

2) The egg nests in the middle of the map can no longer be touched by creep.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
AssyrianKing
Profile Blog Joined August 2011
Australia2114 Posts
May 18 2017 00:38 GMT
#34
Damn, WC3 creeps would have been a great idea to block entrances instead of destructable rock towers
John 15:13
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 15 2017 04:27 GMT
#35
Rock towers were removed and some more doodads were added instead. There are no further changes to make as of right now.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
June 23 2017 17:04 GMT
#36
Very nice love the WC3!!!!
10%
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
October 31 2017 17:20 GMT
#37
For the next update soon, I will be replacing the trees with haven, or something closer to somewhat maintain the integrity of Warcraft appeal. At the end of the day I want the map to be playable and replacing the trees will enable that.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
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