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SC2 map feedback - Page 4

Forum Index > SC2 General
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Funchucks
Profile Joined June 2007
Canada2113 Posts
April 21 2010 21:32 GMT
#61
Just a thought on conventions: you might like to color canyons differently depending on whether you can or can't blink across them (possibly striped to indicate the blink direction, and similarly use different icons for rock-blocked ramps depending on whether there is a place to stand a unit on the ramp without destroying the rocks, and when you make very small platforms or chokes, to indicate their sizes with different icons, indicating what will fit on top of them or block them off.
I serve my houseguests slices of butter.
CagedMind
Profile Joined February 2010
United States506 Posts
April 21 2010 21:35 GMT
#62
I think I like fabiano changes a lot. tdelamay lol you don't have to make a layout look pretty. Coloring you did for top one actually made it harder to look at.
your micro has been depleted
Tdelamay
Profile Joined October 2009
Canada548 Posts
April 21 2010 21:41 GMT
#63
On April 22 2010 06:35 CagedMind wrote:
I think I like fabiano changes a lot. tdelamay lol you don't have to make a layout look pretty. Coloring you did for top one actually made it harder to look at.


Yeah, I won't use brushes with blurry edges the next time *sad face*
I like the OP's map. They are easy on the eye.

On the first map though, why is there a destructable rock on that cliff seperating the two expos? It's the sort of rock that helps the attacker more than the defender.
This road isn't leading anywhere...
BasedSwag
Profile Joined April 2010
Algeria418 Posts
April 21 2010 21:42 GMT
#64
If you don't have beta do you mind if other people attempt to create the map once the editor is released? I want to learn how to use the editor/scripting ASAP but I don't currently have any map ideas of my own.
imperator-xy
Profile Blog Joined March 2009
Germany1377 Posts
April 21 2010 21:43 GMT
#65
the updated one is looking really good, i just have 1 suggestion

On April 22 2010 06:25 smore wrote:
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

[wh]_ForAlways
Profile Blog Joined May 2009
United States235 Posts
April 21 2010 21:43 GMT
#66
My only real complaint is the rush distance from nat to nat seems absurdly short.
nixi
Profile Joined February 2010
Sweden39 Posts
April 21 2010 22:47 GMT
#67
On April 22 2010 06:42 Chrustler wrote:
If you don't have beta do you mind if other people attempt to create the map once the editor is released? I want to learn how to use the editor/scripting ASAP but I don't currently have any map ideas of my own.


Hehe thanks but I do have beta and intend to make it myself

On April 22 2010 06:43 [wh]_ForAlways wrote:
My only real complaint is the rush distance from nat to nat seems absurdly short.


You are absolutely right about this. I'll make sure the distance is longer in the next version. I'm thinking slightly longer than on desert oasis.

About the other remarks I've received: Some improvements has been done!

I moved the rock to the ramp as suggested. However, reapers and colos can still reach the expansion but they'll have to go a bit further around. Also I added some vision blockers there so melee units stand a chance in defending those places.

The watchtowers were slightly moved and I added a circle to show their range. As you can see, stalkers can blink up that natural cliff if a xel'naga tower is taken.

I'm thinking about naming the map "Reaper Valley"

[image loading]
LaughingTulkas
Profile Joined March 2008
United States1107 Posts
April 21 2010 23:11 GMT
#68
Just wanted to say I think it's really interesting that you put the vision blockers on the edges of cliffs like that. I don't think any other map does that and I'm intrigued by how that could affect things. If it works the way I think it might, it would essentially make that cliff "not cliffable" until you have something that provides vision down. It's like a 2 way vision blocker, units can't see up or down. Of course, units might be able to stand "in" it and therefore see down, which might not be what you're looking for.
"I love noobies, they're so happy." -Chill
zerglingsfolife
Profile Blog Joined August 2009
United States1694 Posts
Last Edited: 2010-04-21 23:15:45
April 21 2010 23:15 GMT
#69
Chills rule of map analysis. Every map looks Terran favored because you can tank everywhere.

I like the work you put into it. It looks interesting, can't wait for these new maps!
Night gathers, and now my watch begins. It shall not end until my death. I shall take no wife, hold no lands, father no children. I shall wear no crown and win no glory. I shall live and die at my post. I am the sword in the darkness.
Katkishka
Profile Blog Joined December 2009
United States657 Posts
April 21 2010 23:17 GMT
#70
looks like it'd turn into a huge cheesefest imo
but I do like the layout aside from the cliffs in the back of the main
and it does seem really terran-favoured too..
sur_reaL
Profile Joined April 2010
Canada278 Posts
Last Edited: 2010-04-21 23:18:05
April 21 2010 23:17 GMT
#71
On April 22 2010 08:15 zerglingsfolife wrote:
Chills rule of map analysis. Every map looks Terran favored because you can tank everywhere.

I like the work you put into it. It looks interesting, can't wait for these new maps!



Island maps... WEEEEEE!!!!!
http://www.youtube.com/watch?v=lH3hrtp1T84
Rising_Phoenix
Profile Blog Joined April 2010
United States370 Posts
April 21 2010 23:19 GMT
#72
I like it, but I feel like the TWO naturals is a bit much. Maybe put the back expansion behind destructible rocks? It just feels a little zerg favored since they can just mass workers and get a huge econ advantage and steamroll quickly.

The expansions by the watch towers are too exposed in my opinion. Either give them protection using cliffs or site blockers.

This is just my two cents. I really like what your doing and am excited to see decent ladder maps!

As a war3 player I can tell you stale map pools suck.
Early to bed and early to rise, makes a man stupid and blind in the eyes
Fortress
Profile Joined February 2010
Sweden96 Posts
April 21 2010 23:23 GMT
#73
Well the latest version looks pretty good, although I have one concern. The expansions at the watch towers seem ridiculously open. By the looks of it, they seem far harder to defend than the high yields, even though the high yields have 2 entry ways.

Perhaps a switch of these would be preferable? I'd reckon a rule-of-thumb would be to always have the hardest defendable expansion be a high yield one, because anything else wouldn't make much sense really.
opt in they said... ;_;
Solaris.playgu
Profile Blog Joined March 2010
Sweden480 Posts
April 21 2010 23:24 GMT
#74
I think the design just gets better and better. My thoughts on this latest one:

I can't see any reason for the vision blockers behind the closed off natural, to me it seems extremely easy to defend anyways. Such an easily defended expansion needs to have some sort of drawback.

Also, I cannot see any reason for the rocks blocking the cliffs between the nats. Honestly, they'll make reaper harass extremely potent and fully prevent fast expanding, since they would be impossible to catch.

If you'd allow me I would love to participate in trying out this map (even though I'm not very good lol).
Feel free to add me, have the same name.identifier ingame as I do here =)
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
April 21 2010 23:24 GMT
#75
On April 22 2010 06:43 [wh]_ForAlways wrote:
My only real complaint is the rush distance from nat to nat seems absurdly short.

Not any shorter than Steppes and 3v6, 9v12 positions on Metal/LT.
RogerChillingworth
Profile Joined March 2010
Chad3086 Posts
April 22 2010 00:47 GMT
#76
I really love this design. It makes two central arenas unique to the current maps. I have a slight issue with the high ground behind the mains. It seems too abusable. The natural high high grounds seem O.K. Adds some tension to expanding.

Overall, thumbs up. Keep up the good work! Keep being creative.
Hammy
Profile Joined January 2009
France828 Posts
April 22 2010 01:03 GMT
#77
Starting to look better and better. I think it still needs wider areas though, and perhaps more strategically placement LoS blockers in the center.

Also, the yellow shouldn't be in the corner imo. They should be next to the Xel'Naga and placed slightly differently (facing the center perhaps?).

Another alternative is to keep it there but put the rocks #3 on the yellow base CC spot, instead of on the ramp. Two ramps leading to a yellow is a good thing.
Toran7
Profile Joined March 2010
United States160 Posts
April 22 2010 01:03 GMT
#78
What's the size of the map? If it's as big as steps of war it's very unfair towards Zerg, but what if it's huge?
Clearout
Profile Blog Joined April 2010
Norway1060 Posts
April 22 2010 01:05 GMT
#79
So basically you have 2 routes into your main? Proxy rush inc. Just sayin
really?
Broodie
Profile Blog Joined May 2008
Canada832 Posts
Last Edited: 2010-04-22 01:09:09
April 22 2010 01:08 GMT
#80
I'm going to remake a map I made for broodwar named imperial scars which I think would be nice in starcraft 2

[image loading]
definitely making it 3 levels of play rather than 2 which will even the map out a bit
SilentLiquid.Broodie - Author of Tango Terminal, Ophilia RE, Cajun Quandary, & The Beneath
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