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Map Announcement Code: A10106 Name: Fortress (not a remake of the Proleague map) / Version: WIP Size: 160x160 Tileset: Alpha Braxis Play Type: 1v1, 2v2, 4 Player FFA
Details:
The map is going to be completely symmetrical it will feature natural expansion, two high yield expansions, and eight secondary expansions. I am designing the map as the name implies - in that each expansion will be easily defend-able. I will probably have four xel-naga towers, a some of the expansions may be islands, or not accessible directly. All bases will converge on a large battle field with four expansions that will see a lot of action.
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I can hardly wait to see it, I get to see so many maps and read all about them while checking to see for WIP or no WIP. lol thats providing there is a map description.
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16950 Posts
On April 28 2010 08:14 Orion-TF wrote:Show nested quote +On April 28 2010 05:50 Rikerr wrote: ooo i like risk station well done. Be cool if someone made a map themed after the bug rush in starship troppers at the the outpost in the desert. Thank you:D It took me many hours to make, it will be interesting to see how it plays. I was going for the classic risk concept 
I can see the crowded paths being an issue.
Stalkers+blink micro would seem really strong on the map, actually.
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So I've been working A TON lately and haven't had much time to focus on maps but I did finish Macronesia + Show Spoiler ++ Show Spoiler [detail pictures] +
I changed it up a bit from the + Show Spoiler [Alpha build] + by increasing its size and thus how it ultimately plays out.
Hinting from the name this map is mostly macro based due to it's heavy 2 base style play. taking the high yield or island expos splits your army up significantly but at the same time can help you build your army faster to answer for the separation.
Xel nagas offer great vision of the terrain but also allow certain areas to be bypassed without notice, this will test your scouting (paranoia) skills 
please rate my maps on the main page and tell me why you like my maps or why you dont like my maps in a PM
also I want to work on a 2v2 but need some inspiration, the first person to message me with a kool, balanced, and unique map idea/theme will get that map made!
thanks
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On April 28 2010 12:03 dyren wrote: Match Point 0.5 ... tweaking is too much fun I will never move on to another map T.T
Notes for 0.5: Added a lot of pathing blockers so the map plays right and has no "tank holes." Tweaked terrain between nat and mineral only. Added third and fourth LoS zones. Triggers should be set now!
Nice textures! Specially the high grounds look great. One of the better looking Match Point's I've seen...
EDIT: Ninja edit. Flag on the play: wrong use of Spoiler tag EDIT 2: What the hell is wrong with me today. I want to write play and I write FLAP...
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WIP Katrina (SC1) inspired 1v1 macro map, with your nat actually behind your main and protected by the same choke. Only about a third of the texturing is done, and no doodads, but I'd still love general feedback on the layout/expos/etc. before I finish it up. Watchtower in the center can see all the lanes of movement through the center but is just barely out of reach of the gold mineral patches.
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What is the point of the high ground behind the natural? Siege - Colossus - Reaper harass spot? As I Zerg player I take offense on that 
How many mineral patches is that on the natural, 5?
I like the layout, especially the center. Watch tower has the right range I would say.
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All the blue expansions are 8 crystals, 2 gas, while the rich expansions are 6 minerals, 2 rich gas. The high ground behind the natural is intended to be an equal opportunity harass zone, as it makes for an easy angle of attack with mutalisks and other air drops, as well as the obvious reaper and colossus harass.
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![[image loading]](http://img26.imageshack.us/img26/9377/groundzeronolight.jpg)
![[image loading]](http://img411.imageshack.us/img411/8480/groundzeron.jpg)
Ground Zero DL 1v1, 2v2, FFA
Continuing my self-guided tour through the tilesets and experimenting with different gameplay elements. In this map the natural has been dropped two levels down from the main, with a narrow chokey attack path between the two which can also be used as high ground for defense. Also added some "offensive" Xel'Nage watchtowers which a smart player will use to negate said defensive high ground when attacking the natural. Short air distance and circuitous ground paths make air a viable option, and the numerous cliffs open up opportunities for colossus and reaper micro. In the center players can choose to mine one of the outer rungs or go for the rich but totally exposed center.
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^Looks awesome, great concept.. I like the sneaky entrance between main and nat... very creative. Good work.
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For ground zero you should move that expo behind first natural. Too much expos that can be easily grabbed.
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On April 28 2010 12:56 Empyrean wrote:Show nested quote +On April 28 2010 08:14 Orion-TF wrote:On April 28 2010 05:50 Rikerr wrote: ooo i like risk station well done. Be cool if someone made a map themed after the bug rush in starship troppers at the the outpost in the desert. Thank you:D It took me many hours to make, it will be interesting to see how it plays. I was going for the classic risk concept  I can see the crowded paths being an issue. Stalkers+blink micro would seem really strong on the map, actually.
hmm maybe... most of the paths are bigger then it looks though because the map is so large. I designed it to make it easy to defend each expansion but never thought of blink+stalkers. But I will see if thats a problem when I can play test the map. If it is, you can always pick a fight in the open areas instead. My biggest concern was actually air, they could ignore the map layout an size and just terrorize. Because this map is a macro map and I tried to make it as strategic as possible. So if stalkers are too good I have to change some parts of the map. If someone else have a good idea to improve the strategy gameplay in Risk Station I would appreciate it.
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Bear, Ground Zero has a cohesive game-play and visual design, I really like it!
to CagedMind: The third is easily protected on Ground Zero with ranged fire from the main, but there is still a long walk distance, so I think it will be hard to protect. And the natural is really pushed out a little bit, but Bear threw that back ridge and a watchtower in, so it's a good incentive for a player to protect the natural by getting out in front of it at that narrow choke with high ground on both sides. But then there's that ramp that lets you slip into the main without visiting the natural... I think it should stay how it is, there is quite a bit of tension to protect your bases without being able to plop a blob in one spot.
Maybe, Bear, you can widen that path to the main bypassing the nat by taking space from main and putting it on the outside, because there isn't even a medium-wide avenue for late-game armies to march in on the main.
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I've re-designed Diamond Steppes with what I've gleaned from using the editor now. Here's the new look, along with a pathing flow:
+ Show Spoiler +
With all traffic routed around the center pit, I hope to see a lot of fighting over the high-ground, and make taking the gold a reward for getting the upper hand. The pit is too deep to allow cliff-jumpers into it, so transports will be necessary to claim it, though it's easily harrased by longer-range ground or air units. Using low ground to create the choke into the main base means that cliff-jumpers can't by-pass your choke though, making defense against an early reaper-rush easier.
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Yo wishbones, thanks again for maintaining this thread, I love checking out everyone's designs!
I have updated pics of my three maps, and a new one, all still works in progress:
NEW: West End A 4 player map with a simple expo layout: a natural raised but across the path from your main, and thirds butted up against a center highground area. + Show Spoiler +
The thirds aren't a nightmare to hold, though, because a watchtower gives you early warning of an army on the center (which doesn't mean they can't hit your mineral line from up high or march down on you anyway). The watchtowers are in the expo, but away from the ramps to the highground, though, so you need more map-wide scouting info to decide whether to protect the third from the center, or hang back at the third to stop movement coming in from the side paths.
+ Show Spoiler +
Curtain: The draw here is a curtain of LoS blockers across the top of the map for players to ambush armies on the move, or to sneak up close on the natural--but all the resources are on the south side, so are you really going to spend time keeping an eye behind the curtain? Surprise! + Show Spoiler +
Excavation: A map with stretches of terrain made of destructible rocks, so digging your way is a viable mid-to-late avenue of attack. Now with new-and-improved terrain deformations so there is a nice ditch with rubble left behind after you break down rocks. + Show Spoiler +
Zenith Madrid: This map is hard to explain, I'll be coming back to it and see if some alternate texturing might highlight what's going on. Basically the mains aren't attached to the edge of the map, they're fully inside the pathways, like Desert Oasis. The point of tension is that one pathway around the main is tight and easily observed from the main, the other is a wider approach but further walk. + Show Spoiler +
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So much nice stuff... I wonder whether I could get something good out by the time I got some time (mmh funny).
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On April 25 2010 08:27 BentoBox wrote: My god you guys are so good at this :D
Do you guys usually sketch up the map on paper before working with the editor?
I've done web design and graphic design, and I'm sure anyone else who is the least bit artistic will say this. Drawing it on paper first is an absolute must. I know the quote is from the first page, but I just wanted to point out to all the aspiring mappers out there who aren't quite sure where to go, draw something first, it really helps.
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Starting out with a goal can also be a big help for aspiring mappers. It's tough to just say "I want to make a map" and then go ahead and make something cool, while saying "I want to make a map with a natural that is difficult to defend" or "I want to make a map with multiple paths through the middle and a backdoor into the main from the edge" and starting from there usually gives you a richer end product.
For example, with my most recent map (near the top of this page), I started out with a plan to have the natural expansion inside the main, many unique paths through the middle to encourage constant army movement, and no destructible rock gimmicks or backdoors. I ended up extremely happy with the layout of the map.
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Some good advice there Badred, one more thing I just wanted to add was simply this. Take your time, the first SC2 map I made is actually about the 500th or 600th map I've made with a Blizzard editor. Me being good at SC2 editor the first time I opened it isn't a fluke, the layout is almost the same as old editors. So if you are new to map design altogether just take your time, work on a concept, check out experienced mappers designs, and don't be afraid to make mistakes, or scrap multiple maps in a row before you get on you're happy with. It will come in time, and eventually you'll be pumping out a map every day if you so wished.
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