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SC2 map feedback - Page 3

Forum Index > SC2 General
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FortuneSyn
Profile Blog Joined July 2008
1826 Posts
April 21 2010 18:44 GMT
#41
Awesome looking map! I would remove the ramp/high ground thingies in the center.

If you want somebody to test it, my acc = Fortune.syn
OrtegaPeru
Profile Joined April 2010
79 Posts
April 21 2010 18:54 GMT
#42
I think it would be cool to see a map that changes the dynamics of mining from the norm
Maybe with mineral deposits scattered not in a typical line like on most maps. Perhaps a mineral field with various patches at different distances.

Another couple ideas I have:
-Gas only expansions
-Overall lower mineral counts to force better micro and place more importance on keeping more expensive units alive

It would force different gameplay with different timing on expanding and/or change the nature of expanding completely.

AncienTs
Profile Joined March 2010
Japan227 Posts
April 21 2010 18:58 GMT
#43
Open up the double bridge chokes and eliminate one of the naturals imo!

Great work!
Starcraft Disclaimer Language: There is no imbalance, nothing is OP.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
April 21 2010 19:55 GMT
#44
On April 22 2010 00:51 Jyvblamo wrote:
Show nested quote +
On April 22 2010 00:33 FabledIntegral wrote:
On April 22 2010 00:21 Jyvblamo wrote:
On April 22 2010 00:19 FabledIntegral wrote:
Why are all SC2 maps so choke-like, I hate it. Where's an open map that allows for more macro oriented and flanking play?

Armies in SC2 are much more clumped up and don't suffer as much from narrow spaces, compared to SC1. I'm in favor of seeing tighter maps.

Though, sentry abuse will be a pain. A toss with ~20 sentries could permanently force-field off his side of the map haha =P


What? That's completely irrelevant if they are clumped up. It still doesn't allow for flanking if your zerglings have to run BY the enemy army, taking fire, to get to the other side... it funnels the units into ball vs ball attacks.

There are flanking paths, they're just very narrow. The only parts of the map where you arguably can't flank is the middle and the back cliffs.


Not really, you have to run all the way around to get to a path. You can't just easily move around to an opponent, you're forced to take narrow chokes to even attempt a surround, making your timing to flank have to be near impeccable and giving other races that like chokes extra security. And you still can't flank from all sides, your units are limited to coming in at two directions as opposed to from any direction. Makes it a lot easier to see a flank coming as well.
Zlasher
Profile Blog Joined February 2010
United States9129 Posts
April 21 2010 20:00 GMT
#45
Its very T sided and closed. The natural has NO entry points which just means free expansion. The 2nd natural only has two very small chokes. Some of the destructable rocks are useless, in fact some of these high points are useless. Theres too many expos and its just....too fancified. I'm not a fan sorry.
Follow me: www.twitter.com/zlasher
dudeman001
Profile Blog Joined February 2010
United States2412 Posts
April 21 2010 20:04 GMT
#46
On April 22 2010 01:08 Chill wrote:
Show nested quote +
On April 22 2010 01:02 floor exercise wrote:
On April 22 2010 00:55 Chill wrote:
i think this map is gunna be huge i just designed it
[image loading]


idk if it's just coincidence but the middle of your map kind of resembles a snake. Iff you havent given any thought to a name yet maybe you could call it something like VIPER or COBRA

yea im gunna make one big destructible rock in a snake shape


Make the eye of this snake like figure a watchtower ;D
Sup.
ShoGi
Profile Joined March 2010
Germany38 Posts
April 21 2010 20:10 GMT
#47
nice job!!

i found its great!!
8) iam a b9b
RumZ
Profile Blog Joined March 2010
United States956 Posts
April 21 2010 20:18 GMT
#48
This map looks like a terran's wet dream for siege tanks.

As a Terran I dig it. As a zerg I would cry in my sleep if I had to play ZvT consistently here.
IndecisivePenguin
Profile Blog Joined October 2008
United States771 Posts
April 21 2010 20:22 GMT
#49
On April 22 2010 05:04 dudeman001 wrote:
Show nested quote +
On April 22 2010 01:08 Chill wrote:
On April 22 2010 01:02 floor exercise wrote:
On April 22 2010 00:55 Chill wrote:
i think this map is gunna be huge i just designed it
[image loading]


idk if it's just coincidence but the middle of your map kind of resembles a snake. Iff you havent given any thought to a name yet maybe you could call it something like VIPER or COBRA

yea im gunna make one big destructible rock in a snake shape


Make the eye of this snake like figure a watchtower ;D


Maybe the whole snake can be watchtowers!
s2pid_loser
Profile Joined March 2010
United States699 Posts
April 21 2010 20:22 GMT
#50
jus at a quick glance, this map jus has too much going (are the areas with 2 grey rectangles, xel naga towers?) way too many natural expos for a 1v1 and a lot of entrances so hard for ppl to put up a optimal defense for a fast expo

this is like a really late game map with all these mineral patches and really hard to defend areas

makes walling off tedious among other things
Et Ducit Mundum Per Luce
YunhOLee
Profile Blog Joined April 2005
Canada2470 Posts
April 21 2010 20:24 GMT
#51
i wanna see someone make ride of valkyries in SC2, it would be so awesome D:
Live it, love it, play it, kill it. JulyZerg and IPXZerg greatest TL.net fan
nixi
Profile Joined February 2010
Sweden39 Posts
April 21 2010 20:27 GMT
#52
Thanks again everyone for your feedback and suggestions!

I listened to what you all had to say and made some modifications to the second iteration, tried to open it up a little bit more but maybe its still to consided, let me hear what you think.

[image loading]

Better or worse?
G4MR
Profile Blog Joined February 2010
United States371 Posts
April 21 2010 20:42 GMT
#53
Looks amazing :D, what did you draw it in?
www.G4MR.net personal blog!
rwrzr
Profile Joined February 2010
United States1980 Posts
April 21 2010 20:44 GMT
#54
Disclaimer: I don't have beta.

Don't know if this has been mentioned before, but the high yields in the corners doesn't seem to be a trend in the current maps released. Swapping them with the watch tower mineral patch seems to conform more to the blizzard released maps.

That being said I like the use of destructible rocks and backdoors seems like it be a frustrating but strategic map to play.
FADC
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
Last Edited: 2010-04-21 20:51:14
April 21 2010 20:45 GMT
#55
i've changed a bit:

+ Show Spoiler +
[image loading]


this way it is less tankable with less higher ground

edit: spoilered
edit: forgot to fix mineral patch at 6
"When the geyser died, a probe came out" - SirJolt
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
April 21 2010 20:47 GMT
#56
too many narrow areas, just like many of the current maps i really dislike the lack of any wide open areas to allow for better flanking/positioning
ModeratorBlame yourself or God
Inkblood
Profile Joined February 2010
United States463 Posts
April 21 2010 20:56 GMT
#57
I think the newer one is a bit better, but the cliff behind the main and backyard expansion are still going to be a pain to deal with for Zerg. (Or any race, but Zerg doesn’t have many good ways to exploit this. Nydus Worm maybe.)

I think putting the rock on the top left/bottom right on the ramp would make it harder for Reapers to be so good. (If you don’t nullify the high ground or ramp all together.) They’d have to take a wacky route through the middle to get to the base, and if they wanted to pop out behind the main base minerals they’d have to go past that rock blocked high ground in between the naturals.

And I’d imagine that the ramp going right into the back of the base might promote extremely defensive play, because it’d be such a risk to leave your own base. Especially if you have a relatively immobile army.

That said, I like the overall feel of the map, save for the advantage it gives to Terran, and to a lesser extent Protoss. (Slightly lesser, storms and colossus would be a pain to deal with I’d think.) And I like that high ground thing in between the backyard expo and the natural.

Not sure how I feel about the constricted middle, I’d say go for it when Galaxy Editor comes out, and if it’s bad then you can fix it up a little. We should do experimentation with maps anyways, to see what happens in theory, and what actually happens in practice.

(Also some line of sight blockers might be nice on the map, since their one of my favorite new features.)

Good luck with the map.
nixi
Profile Joined February 2010
Sweden39 Posts
April 21 2010 21:03 GMT
#58
On April 22 2010 05:42 G4MR wrote:
Looks amazing :D, what did you draw it in?


Thanks! I made it in photoshop.

On April 22 2010 05:45 fabiano wrote:
i've changed a bit:

+ Show Spoiler +
[image loading]


this way it is less tankable with less higher ground

edit: spoilered
edit: forgot to fix mineral patch at 6


Ah I completely forgot to use visionblockers. I will keep them in mind when making the third iteration. I'm not sure about the placement of them in the middle though, perhaps just changing the arc of it so that it cant see the natural instead. Thanks for the input!
Tdelamay
Profile Joined October 2009
Canada548 Posts
April 21 2010 21:18 GMT
#59
I made these maps a few weeks back :D

[image loading]


[image loading]
This road isn't leading anywhere...
smore
Profile Joined February 2010
United States156 Posts
April 21 2010 21:25 GMT
#60
i would like to see the destructible rocks in the back of the bases moved to ramp that leads to the center area of the map.

with the destructible rocks where they are now it seems like that one natural is very open to harassment with siege or even upgraded colossus i guess

other than that...its awesome that ure already developing maps/looking for feedback
look forward to seeing this map in its final form when this patch comes out.
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