Map Design Thread - Page 9
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wishbones
Canada2600 Posts
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Kezzer
United States1268 Posts
btw great update wishbones | ||
Dr.Frost
United States389 Posts
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wishbones
Canada2600 Posts
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dimfish
United States663 Posts
Curtain + Show Spoiler + The mains have a backdoor ramp that isn't as dangerous as the Blistering Sands backdoor, and most players will want to break it open when they're ready to expand to the "backyard natural." This map gets its name from a "curtain" of LoS-blockers across the top of the map. There are no expansions up there, it's only purpose is to provide a lane for troop movement. The LoS-blockers are hard to see in the full pic (but they're clear in the minimap), so this close up of the natural shows it better, and how close you can sneak up on the nat. + Show Spoiler + Excavation + Show Spoiler + About half of the map's pathways are defined by destructible rocks--don't flip out yet! I think this map is experimental for sure, but not completely bonkers. Early game the rocks are sturdy and the gold expo chokes make for some interesting play. Mid- and late-game when you've got the juice to knock down rocks easy, I really think players will have something better to do than bulldoze everything in sight. The destructible rocks as extended terrain features has a really interesting side-effect: cliff jumpers cannot go over this kind of wall. I actually think this gives players more interesting choices for expanding. Cliff-jumpers are still great for climbing the long exposed cliff of the main or for using the center to cross directly to the gold expos, but a player choosing the outer-most expo knows no cliff units can waltz right in. All units can see over the rocks, too, so with some observant play you can prepare for an enemy breach. Zenith Madrid + Show Spoiler + Nothing out of control on this map, no LoS blockers, no watchtowers, no destructible rocks. The draw of Zenith Madrid is that the mains are on the inside of the playable map, like Desert Oasis, except more interesting: 1. Unlike Desert Oasis with two equal routes, on Zenith Madrid one route around the main is very short and very narrow. Rushes or early scouts use this to get to the opponent's base as fast as possible. Notice in the close up below that the main is two levels above the center, and the short path has one ramp before curving around the back to the natural and the main's ramp. + Show Spoiler + What this means is units in the main can watch and fire on the shortest route between the mains, and cliff jumpers have to get at least halfway down the tight route before getting up into the main. When attacking, a player makes a critical choice between using the short path or pushing around the longer, wider side, whereas Desert Oasis is much less interesting. 2. Units with vision can fire up a cliff with no penalty, so tanks and such can really pound the main on Desert Oasis. That's fine, I'm not saying every map should prevent that, but on Zenith Madrid there is an unpathable buffer on the center-side of the main. If you want to fire into the main, you have to work one side or the other (or both!) to get at it. | ||
fabiano
Brazil4644 Posts
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SichuanPanda
Canada1542 Posts
Edit: I am also thinking of a 1 on 1 map that will have players given High-yield bases right off the bat, placing first expansions further away than a normal natural. I'm sure this would make for interesting play. | ||
zeox
Norway314 Posts
+ Show Spoiler + ![]() Oh, it's called Turbulence. didn't come up with a better name for it :S. I feel as though it's missing an expansion somewhere, but I can't figure out where | ||
dimfish
United States663 Posts
On April 27 2010 03:01 BDF92 wrote: How do you make holes in the map on space maps? Like on scrap station? I had the same question that I posted in the thread for discussing the map editor. CoL_DarkstaR answered it on page 24. Probably best to throw other map editor questions in there, also. | ||
Jeuh
United States31 Posts
![]() | ||
Julmust
Sweden4867 Posts
Fjords (WiP currently testing it a lil' bit) + Show Spoiler [image] + ![]() 2 player map, starting positions are 5 and 11 (by the rocks and the ramp). I came up with the name when I was just deleting random space and saw the formations the brush left. + Show Spoiler [My Thoughts] + I wanted to present the player with some hard descisions during the game. If you spawn at 5 you can take your 3rd fairly easy along the right side of the map (as it's a semi-island expansion) but getting the gold will be harder. If the player instead opts for the left path and goes for the normal mineral as 3rd, he gets a base that's hard to defend but there's a short push to the gold along the edge. Going for the gold minerals directly always gives you a base that's far from your main/nat so it's a gamble. In the later stages of the game the fight will move from the edges to the center of the map for those gold minerals. Being the first one to break in is beneficial since you'll have to break two rocks to get to that goldy center. All bases have a backdoor entrence/exit, this is part me wanting to keep players from getting contained and also making it viable to expand along the bottom/top of the map. Feedback is always welcome. | ||
wishbones
Canada2600 Posts
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Jyvblamo
Canada13788 Posts
Red Mesa ![]() key notes: - high ground areas are very important to control in the mid game for defense, and expansion opportunities - 3 paths to the enemy, but only 1 accessible early on. Side paths blocked by destructible rocks/debris - easily accessible 5th geyser (in the high ground above the nat) - semi-open center, flanked by large ramps leading to the high grounds - main choke can be besieged from the high ground overlooking it I've made an edited image to highlight some key features: + Show Spoiler + ![]() | ||
Snausages
United States529 Posts
![]() Also, update HBR please, the DL link's been down for a while. | ||
ComradeDover
Bulgaria758 Posts
+ Show Spoiler [Pictures] + ![]() ![]() ![]() ![]() ![]() ![]() Map notes can be found in the map's own thread here. | ||
Bear4188
United States1797 Posts
On April 27 2010 04:06 wishbones wrote: Alright Updated Thanks for the boost of compliment! We almost have the whole alphabet in that list, keep em coming guys! Currently we are missing: A, E, G, Q, W, X, and Y. + Show Spoiler + + Show Spoiler + Infernum ![]() DL Released as a 1.00 per request, I simply don't have the macro skills to even hope to test this map myself, but I don't think anyone really understands SC2 large map macro yet, because it doesn't exist yet :p. The middle high yields are 8x5000 minerals and 2x7500 high yield gas, the other two "blizzard standard' 6 HY minerals and 2 regular gas. Main is 10 minerals, nat is 6, all other expos 7. Great job with this thread, really getting the custom mapping off to a flying start ![]() EDIT: Cancel that, they're both inside the poll spoiler for the first one :p | ||
BentoBox
Canada303 Posts
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fabiano
Brazil4644 Posts
+ Show Spoiler + ![]() Initially it was supposed to be a 2v2, but the mains at 5 and 11 would be favored by the cliffs, while 7 and 1 could be easily reaper harassed, for example. | ||
SC2Phoenix
Canada2814 Posts
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dyren
United States260 Posts
+ Show Spoiler [Overhead View] + ![]() + Show Spoiler [Angled View] + ![]() + Show Spoiler [Details] + ![]() No deco yet, textures are 75% done probably. The texture blending is awesome especially on the space tileset. You can kind of see it in the lower right part of the third image I posted, the light textures on the ramps blend along the edge of the dark metal texture. The galaxy editor is sweet! This is my first attempted map (conversion of course).. I'm impressed to see the the level of enthusiasm for the editor and the quality of maps you all are producing! You guys are really good! ![]() Oh and I'd like to give a shout out to LaiGGu for BEATING ME TO THIS.. ARGG! <3 + Show Spoiler [LaiGGu's Match Point] + | ||
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