![[image loading]](http://cpchicken.free.fr/1.jpg)
Here's my map: Tranquil Fane
http://highper.ch/SC2/(2)TranquilFane.SC2Map
Some close up shots of the setpieces:
![[image loading]](http://cpchicken.free.fr/2.jpg)
![[image loading]](http://cpchicken.free.fr/3.jpg)
![[image loading]](http://cpchicken.free.fr/4.jpg)
Any thoughts on the design/art?
Forum Index > SC2 General |
Blinn
United Kingdom68 Posts
![]() Here's my map: Tranquil Fane http://highper.ch/SC2/(2)TranquilFane.SC2Map Some close up shots of the setpieces: ![]() ![]() ![]() Any thoughts on the design/art? | ||
SaetZero
United States855 Posts
I got it in my head, can't wait until I got the free time. ![]() | ||
dyren
United States260 Posts
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Badred
Canada129 Posts
On April 29 2010 05:44 Blinn wrote: ![]() 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
United Kingdom68 Posts
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. | ||
Jokey665
United States138 Posts
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Shade692003
Canada702 Posts
On April 29 2010 05:44 Blinn wrote: ![]() Here's my map: Tranquil Fane http://highper.ch/SC2/(2)TranquilFane.SC2Map Some close up shots of the setpieces: ![]() ![]() ![]() 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. | ||
Blinn
United Kingdom68 Posts
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. | ||
Badred
Canada129 Posts
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
Canada2600 Posts
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wishbones
Canada2600 Posts
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. | ||
Vertigo-1
United States19 Posts
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 + ![]() 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 + ![]() 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 + ![]() I'd appreciate anyone's input on either maps! | ||
dyren
United States260 Posts
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] + ![]() | ||
SC2Phoenix
Canada2814 Posts
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Vertigo-1
United States19 Posts
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
United States260 Posts
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. | ||
Vertigo-1
United States19 Posts
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-
United States44 Posts
http://www.teamliquid.net/forum/viewmessage.php?topic_id=122059 New map: Dissolution | ||
dyren
United States260 Posts
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dimfish
United States663 Posts
+ Show Spoiler + | ||
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