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Map Design Thread - Page 13

Forum Index > SC2 General
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Blinn
Profile Blog Joined March 2009
United Kingdom68 Posts
April 28 2010 20:44 GMT
#241
[image loading]
Here's my map: Tranquil Fane
http://highper.ch/SC2/(2)TranquilFane.SC2Map
Some close up shots of the setpieces:
[image loading]
[image loading]
[image loading]

Any thoughts on the design/art?
2 Fav Things? Team Melee & Bjornebryggs!
SaetZero
Profile Blog Joined December 2009
United States855 Posts
Last Edited: 2010-04-29 02:32:53
April 28 2010 21:10 GMT
#242
edit'd

I got it in my head, can't wait until I got the free time.
Never Forget. #TheRevolutionist
dyren
Profile Joined December 2009
United States260 Posts
April 28 2010 21:16 GMT
#243
Protoss4ever: that map looks tight! Nice work.
(╬ ಠ益ಠ)
Badred
Profile Joined August 2009
Canada129 Posts
April 28 2010 21:49 GMT
#244
On April 29 2010 05:44 Blinn wrote:
[image loading]


That looks amazing. I love the way the gold mineral expo & backdoors are designed, and overall the texturing and decoration looks very tight. My only question would be about how the game would flow once someone did take and secure the gold minerals. It could possibly be too easy to defend, and the advantage you got from the extra income would be tough to counter with anything but a direct attack. I don't really know if that would be a good or bad thing, but it's the only constructive non-gushy-praisey thought that came to mind.
Blinn
Profile Blog Joined March 2009
United Kingdom68 Posts
Last Edited: 2010-04-28 21:57:06
April 28 2010 21:54 GMT
#245
Thanks! The design might be a little whacky I agree- my (possibly fuzzy) logic around the gold minerals is that they're the main focus of the map rather than just some afterthought you take when you've already won. My hope would be that getting control of them is instrumental to winning the game. Conversely, they can be attacked from like 4 different directions so they'd be relatively easy to harrass unless you invest a lot in defending them. You'd also open yourself to a counterattack because it's so far out of the way.

Getting control of that highground pod gives you control of the gold, a backdoor to your enemy's natural, control of the xel'naga watchtower (though it can't see past the LOS blockers) Also obviously to avoid walking into an ambush the LOS blockers allow you'd need to destroy the destructible rocks.

Whether or not this stuff actually works out and is fun still needs to be tested cos I've only seen one or two games of my friends playing on this map.
2 Fav Things? Team Melee & Bjornebryggs!
Jokey665
Profile Joined April 2010
United States138 Posts
Last Edited: 2010-04-28 21:57:20
April 28 2010 21:56 GMT
#246
Has anyone had an issue where units can walk up and down the sides of ramps? It's only happening to 8 of the 24 ramps on my map, and the ramps are ones that go up/down two "layers."
Shade692003
Profile Joined August 2005
Canada702 Posts
April 28 2010 21:56 GMT
#247
On April 29 2010 05:44 Blinn wrote:
[image loading]
Here's my map: Tranquil Fane
http://highper.ch/SC2/(2)TranquilFane.SC2Map
Some close up shots of the setpieces:
[image loading]
[image loading]
[image loading]

Any thoughts on the design/art?


The map looks great, the attention to details is very good, there is only 2 points I'd like to bring out.

1- I think that four ramps for the golden minerals might be excessive, IMO I'd get rid of the back ones.

2. The natural expo for the player at 3'o clock. There is a river separating it from the main if I see correctly, while it's a cliff for the left one. The cliff is much better for defense, like siege tanks covering your natural. The enemy can retaliate on the river, but they can't with the cliff unless the have a spotter.

I hate the post below mine because it feels War3-ish.
Blinn
Profile Blog Joined March 2009
United Kingdom68 Posts
Last Edited: 2010-04-28 21:59:57
April 28 2010 21:59 GMT
#248
Shade as to point 1 I sort of agree but I'm also attached to the four ramps because they force you to either destroy the destructible rocks or risk going through the LOS blockers; it's a cool choice I think.

As for point 2 your eye is misleading you- they're both cliffs, it's just the one at 3 has a thin strip of river running between ground level and elevation +1. Don't worry about reapers or collosi either, I used pathing blockers so you can't jump up on either side; only at the top.
2 Fav Things? Team Melee & Bjornebryggs!
Badred
Profile Joined August 2009
Canada129 Posts
Last Edited: 2010-04-28 23:12:07
April 28 2010 23:11 GMT
#249
I didn't notice the river versus cliff thing before. You may want to make sure you have something physically there to make it look like reapers/colossus can't get up there (like rocks or some other doodads) so that a player new to the map won't be confused by the apparently arbitrary un-climbable cliff.

I like that the gold minerals are the focus of the map, and I like all the ramps leading up to them, but I don't think they're necessarily far enough out of the way to make counter attacks or backstabs that easy, and anyone who does backstab is going to immediately get pincered between whatever re-enforcements you have coming out of your main and your main army retreating to defend it. I'm not saying it's a bad thing, I'm just enjoying the discussion
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2010-04-29 02:52:19
April 29 2010 01:11 GMT
#250
Added everyones current additions, most of the letters of people who added here so far, I have implemented the new spoiler layout for them except for one letter, because there was too many things to edit. I will get to it though.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2010-04-29 03:34:40
April 29 2010 02:51 GMT
#251
Alright All Is Well

I have updated the op linking dyren's SC:BW -> SCII Map Ports thread. Please do check it out!

Which is another thread, but with all the SC1 converted Maps being in one list, much, much easier to locate imo.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
Vertigo-1
Profile Joined April 2010
United States19 Posts
Last Edited: 2010-04-29 05:15:07
April 29 2010 04:17 GMT
#252
First of all, this thread is awesome and everyone is making great stuff. Loving a lot of these maps!

But anyway, here's my first map, "Chaos Sanctum." It was designed to be 2v2 only (top vs bottom); I'd appreciate any input (I'm aware it's difficult to see the map details since it's a bit large, so I've included some labels)

+ Show Spoiler +

[image loading]


I'm not sure if you can tell but there's two high ground areas in the center where the two towers are. There's one ramp on the outer side of each of the tower areas and is a great defensive or offensive position. In case the main paths aren't obvious since the map is very dark and it's zoomed out quite a bit, I've also included the same image with the main paths to and from each base drawn out, not including the destructible rocks and such (Red is general paths, Yellow is cliff walking/jumping paths).

+ Show Spoiler +

[image loading]


My second map that I've been working on is unnamed so far (Tentatively been naming it "Smoke Screen", but not sold on it lol) and I've been having some issues with it/going through several redesigns. I don't think it's quite ready yet but I'm pretty happy with where it's going. Not completely sold on the layout but it's much better than where it was at before, and still need to finish up textures, etc. It's meant to be a 2v2 (left vs right) or 1v1.

+ Show Spoiler +

[image loading]


I'd appreciate anyone's input on either maps!
dyren
Profile Joined December 2009
United States260 Posts
Last Edited: 2010-04-29 04:46:33
April 29 2010 04:45 GMT
#253
Vertigo, nice maps!

Chaos Sanctum: This map looks interesting, I like that you've chosen an unorthodox set of paths for movement and the map looks pleasing to the eye. I can see no glaring errors. However, I think the backdoors might cause gameplay issues once opened up since the backdoor to backdoor distance is so incredibly short. With that said I think it's really cool.

Smoke Screen: Solid, I really like the layout of the bases! Two chokes to the nat one of which is a longer run distance but when the rocks are destroyed the nat becomes more vulnerable. The third is pretty safe except for the double rocks behind it, nice. It kind of reminds me of Othello.

+ Show Spoiler [Othello] +

[image loading]
(╬ ಠ益ಠ)
SC2Phoenix
Profile Blog Joined June 2009
Canada2814 Posts
April 29 2010 05:03 GMT
#254
Wow Tranquil fane is really good GJ!
Who the fuck has a family of fucking trees? This song is so god damn stupid. Fuck you song, fuck you and your stupid trees. -itmeJP
Vertigo-1
Profile Joined April 2010
United States19 Posts
Last Edited: 2010-04-29 05:31:52
April 29 2010 05:31 GMT
#255
Thanks Dyren. And yes with the close proximity to the backdoors, I figured it would make some interesting play midfield. I imagine due to the low number of expansions it will force players to make some interesting tactical decisions and I tried my best to give players a variety of opportunities to do so with the map layout. Whether or not it's balanced or has gameplay issues is up for testing so I wouldn't be surprised if I end up having to take out the backdoors or something if it gets too crazy.

Also a couple of questions:

-On space platform tileset, why is it when I select the rock cliffs and start drawing out a platform it draws them out inside out? It's like impossible for me to put a rocky platform in my space platform map without it being all screwed up.

-Is it possible to "fill in" terrain? Like, how it lets you fill in textures with the fill in tool, is there something comparable to that using terrain types? Maybe even with different tilesets? Like if I want to see my space platform map but with a different tileset is there any way for me to "switch" it over or is it forever stuck as a space platform map?

-Is there a way to see a ghost image of terrain I am trying to paste? It can be a pain to get the proper alignment when pasting terrain symmetrically since all I see is a border. It would be ridiculously helpful if I could see a ghost image of what I'm about to paste.
dyren
Profile Joined December 2009
United States260 Posts
April 29 2010 05:44 GMT
#256
Q1: I imagine you're talking about the "In-game view" versus "editor view." Someone else clarified that for me when I was having issues "seeing through" empty spaces in my map. "V" is the button which toggles this mode. You will see map bounds when in editor mode, and you will see some graphical glitches too. When in the "In-game view" you will see better smoothing, shadows, you will "see through" the empty spots and hopefully your terrain will look much nicer.

Q2: I have not seen this tool yet, terrain fill. I use the "Same Level Cliff" tool all the time. Also while using any tool (not sure if there are exclusions) shift+click will do the opposite of what the tool already does. So using the "Raise Cliff" you can Click to raise cliffs, Shift+Click to lower them. But I find myself using the same level cliff too constantly to push cliff edges around. As for the switching of tilesets, it's under Map > Map Textures. Note: This cannot be undone with ctrl+z so simply save an extra version of your map before you convert the textures and you'll have no issues.

Q3: Not presently, only an outline.
(╬ ಠ益ಠ)
Vertigo-1
Profile Joined April 2010
United States19 Posts
April 29 2010 05:52 GMT
#257
Ah okay, and yeah I use same level tool 90% of the time. And for Q1 I guess I was unclear...it's kind of hard to explain but basically when I draw out a platform with "rock edge" selected (or organic cliff...or something) it draws out a manmade cliff platform but as I drag the curser and draw a larger platform the middle part starts expanding as a rock edge...basically it creates a hole of rock cliff (inner edge) within the larger man made cliffed outer platform. A doughnut basically. This forces me to choose 1 edge or the other for the entire map or else I have to do ridiculously weird stuff to make it work, hence why my space platform map is kind of devoid of personality (I wanted to mix it up with rock edges like scrap station but couldn't figure a solution to this :/)

Another question while I'm here: Is there a way (I'm sure there is) to rotate doodads? I use the < key to cycle different doodads but can't figure out how to rotate them.
-infinite-
Profile Blog Joined April 2010
United States44 Posts
April 29 2010 05:58 GMT
#258
Created a new map! Find out more here:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=122059

New map: Dissolution
One shot, one kill. Ready to die but never will.
dyren
Profile Joined December 2009
United States260 Posts
April 29 2010 07:14 GMT
#259
Vertigo, there's an option under Tools > Brush > Allow Cliff Merging ( Shift + i ). Is this on or off? Does changing it affect your issue?
(╬ ಠ益ಠ)
dimfish
Profile Blog Joined February 2010
United States663 Posts
April 29 2010 07:16 GMT
#260
This one is called Nano, and it is silly small. There are two paths to take and expanding is easier--all gold expos. I think if both sides hold through rushes this could turn into an interesting two-pronged battlefield.

+ Show Spoiler +
[image loading]
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