Map Design Thread - Page 16
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blasted
United States11 Posts
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peckham33
United States267 Posts
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Gaius Baltar
United States449 Posts
CagedMind, I intentionally made it difficult to push straight through the middle since there are the other options of pushing through the gold mineral expansions and even going all the way around the cliffs to the natural ramp. Even if the center of the map proved extremely difficult to cross, you would have the same turtling advantage as your opponent. There are also many spots for early proxies to bypass confrontation by the cliffs in the middle, and the cliffs don't affect air units, reapers, colossus, stalkers with blink, drops, nydus worms, etc. So I don't the center design breaks the map. Still, I am considering some revisions to the middle and/or connecting the beaches all the way around. I'm not sure which option, including the original version, scores the best balance between defender's advantage and abundance of attack paths. One possible variation would be Rising Tides v1.0b: ![]() What do you think? | ||
kickinhead
Switzerland2069 Posts
How do you actually PLAY those Maps on SC2?.......... | ||
Schryver
United States29 Posts
On May 03 2010 15:22 kickinhead wrote: I have a question? How do you actually PLAY those Maps on SC2?.......... http://forums.sc2mapster.com/general/general-chat/646-tool-sc2-custom-map-patcher/ Use this supposedly. | ||
NastyMarine
United States1252 Posts
Two Players: 9 and 6 o'clock BETA Design ![]() Comments/Criticism appreciated. Decoration hasn't been mirrored nor is it complete. There is something wrong with the symmetry at the moment so I still need to tweak the terrain. There are three Watchtowers: One located at one the 1 oclock cliffside, overlooking the Bridge. There are also two located near the center ridge/valley. | ||
dimfish
United States663 Posts
(2) Pisa What's going on with the main choke here? Zesty! + Show Spoiler + (2) Boiling Point It's like you have 2 naturals, sort of. + Show Spoiler + And notice you can advance around the view of the watchtowers--we can't let these things be too good (I'm starting to think Blizzard's Lost Temple should be renamed "Man The Crow's Nest") And an updated version of a map I've already posted, because sadly the original map file became corrupted. (P.S. Mappers, if you have a map you are in love with, make a separate back-up copy of it to avoid corrupted data!) I like the layout better this time around. (2) Curtain Yeah, that's a line of LoS-blockers all the way across the top of the map--let's encourage some clever troop maneuvers instead of "walk to enemy base for fighting now." You can punish the unwary doing that on this map. + Show Spoiler + | ||
Superouman
France2195 Posts
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blasted
United States11 Posts
On May 03 2010 13:41 peckham33 wrote: how much time you spend on that map!!!! it looks great (sure you are a first timer) I spent over 25 hours on it :x Although a lot of that time was spent trying to figure out how to do one thing for several hours. And I assure you this is my first rts map ![]() | ||
Deleted User 3420
24492 Posts
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NastyMarine
United States1252 Posts
On May 04 2010 02:16 ProTosS4EveR wrote: nice job with the symetry nasty, this kind of symetry will be easier in SC2 since it's not isometrical terrain anymore =] the boundaries are fucking wierd tho. THe left side of the map is off by like two small grids. for some reason when i use snap to grid, the selection that I copy/paste is always a few grids wider on one side of the selection. So its throwing me off big time. For some reason it isnt accurate for me. | ||
nomsayin
United States124 Posts
Map Name: Destination Author: nomsayin Version: WIP D/L: Available soon! ![]() ![]() Update notes: Fixed the bridges, so units no longer sink into them. Added lots of foliage and doodads. Removed extra mineral patches at mains, moved minerals. Added wind effects. Updated the lighting, created day/night cycle. | ||
Vertigo-1
United States19 Posts
Version 1: + Show Spoiler + ![]() Version 2: + Show Spoiler + ![]() Version 3: + Show Spoiler + ![]() Current: + Show Spoiler + ![]() Like I said, I've spent way too much time on this level, lol. Hopefully it ends up being fun to play. Through my tests with the (crappy) AI it feels like it will be a good map, but won't know for sure until I test it out with humans (COME ON BLIZZARD). By the way 2v2 would be played left vs. right side in case it wasn't obvious. Any feedback is much appreciated. | ||
Timmay
United States111 Posts
D/U WIP + Show Spoiler + ![]() ![]() ![]() (2) The Outer Limits D/U WIP + Show Spoiler + ![]() ![]() - - - - - I started Ironbound in case we are allowed to host custom games before 4v4 ladder was introduced. The Outer Limits was an effort to just look different from other maps, while still being functional. | ||
Rut
United States70 Posts
(2)TwilightStar ![]() Download The main and natural should be relatively standard, and then you have a choice between going for the normal third, which is protected somewhat by destructible rocks, and the high yield third which can be easily harassed by the high ground. The high yield also has one high yield geyser. Weeds that obstruct the player's view are located just outside the natural at the beginning of the path leading to the normal third. There are five Xel Naga watch towers: one above the high ground of each natural, one on the high ground in between the third and the very high ground, and one in the middle of the map (which is two tiers high so units have to be dropped there to reach it). The high cliff above the natural is reachable by foot, though it is protected somewhat by the destructible rocks. Theoretically, the natural's high ground should be key to the harass play of the game. Questions, comments, concerns? | ||
Vertigo-1
United States19 Posts
+ Show Spoiler + ![]() Also, could anyone tell me how to adjust the lighting? Incineration Zone has a cool heat haze/reddish lighting effect on the map and I can't figure out how to get that effect. Currently I'm calling it Sweltering Outpost, but I'm not sold on that. If anyone has a better name please do share! (Smoldering Outpost? lol, dunno). | ||
Blackchoas
United States8 Posts
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peckham33
United States267 Posts
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fabiano
Brazil4644 Posts
Tried to make a very clean and spaced map in the center to allow the players to maneuver and position their huge armies like we used to do in BW. The terrain under the water in the center is walkable but not buildable (center is not an island). old + Show Spoiler + Angled overrall view + Show Spoiler + ![]() Entire map + Show Spoiler + ![]() Center close + Show Spoiler + ![]() 3rd and 4th + Show Spoiler + ![]() New -added destructable rocks at the 4ths -no more lame water in the middle (looks good on ultra, but on low looks really bad. I use low) Entire map + Show Spoiler + ![]() Main and natural + Show Spoiler + ![]() | ||
Radaka
United States5 Posts
![]() ![]() ![]() ![]() ![]() I'll be putting up a download link when I am able to successfully test a full 4v4 game. Until then, cheers! | ||
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