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[M] Soulfire 1vs1/2vs2 - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 Next All
sob3k
Profile Blog Joined August 2009
United States7572 Posts
Last Edited: 2010-06-26 01:28:59
June 26 2010 01:28 GMT
#21
You don't need watchtowers or staggered minerals....sheesh guys, these are OPTIONAL elements...I seem to remember not a single BW map had a tower...

I do have a suggestion to open up the center on the map a bit to allow for more army positioning and flanking...I see many SC2 maps being made with what are basically a ton of medium width corridors...some are okay, but you also want areas where players can flank and maneuver.

[image loading]

I would move the protrusions (1,3) back a little bit to give more room in the area between those 3 bases, this area will get alot of traffic and I think a bigger battle area would work much better from a gameplay side. I would also consider opening up the center ramp (2) a bit.

Chokes are important for all maps, but you also have to have non choked areas to be conducive to large army movement and flanking.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
irninja
Profile Blog Joined June 2010
United States1220 Posts
June 26 2010 01:42 GMT
#22
I think one thing that is starting to be summed up if not another path, make the paths wider in case games draw out with larger armies. Its a strong point and at the moment I'm widening the two side paths. That being said. There is plenty of real estate in the middle to widen that as well. I design these maps after watching these 15 minute replays by day9 and never consider larger armies much heh.
www.teamlegacy.net | MMO junkies
Flameberger
Profile Joined March 2010
United States226 Posts
June 26 2010 01:54 GMT
#23
I think narrow paths is fine. Day[9] has talked about how because pathfinding is so good in this game you can basically move a maxed army around anywhere in the blizzard maps without significant delay. Narrow passages create more strategic control points because armies moving through them need to 'spaghetify' and your opponent can create a big concave on the other end.
An engine of annihilating power.
irninja
Profile Blog Joined June 2010
United States1220 Posts
June 26 2010 04:28 GMT
#24
Ok, thanks to your input, ive had the time to playtest a few rounds with the changes. sob3k, your help really had me worried loading the map (i had tested it 20+ times the old way). But let me tell you, it is quite an improvement The rush distance for 1vs1, was decreased by quite a bit, which I feel will make more players feel at home. Its now closer to normal blizzard maps.

BSOB, monitor, and others. Youll notice in this updated pic, along with sob3k's suggestion I was able to mesh everything together flawlessly, and after a few tweaks, made it look good to boot.

http://img705.imageshack.us/img705/5773/soulrevover.jpg

Always open to more suggestions, but so far, thanks guys.
www.teamlegacy.net | MMO junkies
FarbrorAbavna
Profile Joined July 2009
Sweden4856 Posts
June 26 2010 18:56 GMT
#25
Your latest iteration of the map(soulrevover.jpg) looks dope, gonna have to make a list of all the great maps in development.
Do you really want chat rooms?
irninja
Profile Blog Joined June 2010
United States1220 Posts
June 26 2010 18:57 GMT
#26
Couldnt of done it without the suggestions here. Thanks.
www.teamlegacy.net | MMO junkies
irninja
Profile Blog Joined June 2010
United States1220 Posts
June 26 2010 18:59 GMT
#27
http://www.teamliquid.net/forum/viewmessage.php?topic_id=132757

New release I feel is ready for TL.
www.teamlegacy.net | MMO junkies
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
June 27 2010 02:38 GMT
#28
Reminds me a bit of chipong reyong, very good looking map (detailwise) and the balance seems to be pretty good too. The only problem I have with it, is there are too many chokes everywhere. I mean the entire pathways are like 1 big long choke.
Here is what I would do:
[image loading]
..and then I would, ya know, check em'. (Aka SpoR)
irninja
Profile Blog Joined June 2010
United States1220 Posts
June 27 2010 02:47 GMT
#29
In the middle specifically you can fit two command centers side by side. Your saying thats too slim? Have you looked at it in the editor? From a far away perspective you really dont get a good sense of the land ratio -> units. Ill definately look into it here in an hour though. It certainly wont hurt to experiment. Thanks Charlie.
www.teamlegacy.net | MMO junkies
irninja
Profile Blog Joined June 2010
United States1220 Posts
June 27 2010 08:11 GMT
#30
alright charlie. havent uploaded pics yet, but map is updated with wider pathing. tomorrow ill update pics. enjoy
www.teamlegacy.net | MMO junkies
emikochan
Profile Joined July 2009
United Kingdom232 Posts
June 27 2010 08:40 GMT
#31
New version looks really nice, can't wait to actually play this
Personally I think those flanking bridges around the central corridor should be wider, as well as the path to the corner "island" style expansions (It's ok to go closer to the edge of the map ^_^)

If it does end up being narrow at all zerg will really rely on getting around it from 2 sides it seems...
Probes need love too.
irninja
Profile Blog Joined June 2010
United States1220 Posts
June 27 2010 09:06 GMT
#32
Theyre widened, but its 5 am and im too lazy to update pics. ZzzZzz. tomorrow i promise.
www.teamlegacy.net | MMO junkies
irninja
Profile Blog Joined June 2010
United States1220 Posts
June 28 2010 02:50 GMT
#33
Uploaded new pic as promised. Charlie you wont be dissapointed

[image loading]
http://img441.imageshack.us/img441/6777/souloverrev2.jpg
www.teamlegacy.net | MMO junkies
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-06-28 03:24:56
June 28 2010 03:23 GMT
#34
haha, I honestly can't tell the difference between the two.
(that probably due to different perspectives) Could you put a changelog? For future reference, you can set the screenshot taker thing to 100.0 and 40.0 for angled and top down views. and set the resolution to as high as possible (1024 or higher preferably)
Is the download updated, let me just muck around on the map.
..and then I would, ya know, check em'. (Aka SpoR)
irninja
Profile Blog Joined June 2010
United States1220 Posts
June 28 2010 03:39 GMT
#35
Yes it is, as of 20 min ago.
www.teamlegacy.net | MMO junkies
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
June 28 2010 03:46 GMT
#36
Don't let Zerg QQers bully you.

Map looks sexy. Hands down the best use of the game's assets I've seen. The blue and red really give off an awesome fire and ice vibe.
Wr3k
Profile Blog Joined June 2009
Canada2533 Posts
June 28 2010 03:47 GMT
#37
Open it up some more, that middle pathway is going to be a nightmare.
Blaec
Profile Joined April 2010
Australia4289 Posts
June 28 2010 04:14 GMT
#38
I really like the colours, the map aesthetically looks amazing.

Im a zerg player, so I like wide open plains. But go with your vision for the map, it looks like it has improved since you first posted it.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
June 28 2010 04:29 GMT
#39
Hey use the sc2 map analyzer program too, it let's us better see pathing and size of paths etc.
..and then I would, ya know, check em'. (Aka SpoR)
irninja
Profile Blog Joined June 2010
United States1220 Posts
June 28 2010 04:44 GMT
#40
I know im sorta speaking out of place, as compared to some more experianced players here. But theoretically in a map thats "anti-zerg" as in, anti-roach. does this not also effect terran (marines/mech) and toss (stalkers etc) too?

Why is it i see in other maps as well as this one, that it is always called anti-zerg with slim chokes.

Just curious, its a fixed ordeal now, as the slim chokes that were originally in the map when I uploaded to TL, are all but history. But it still makes me wonder the story behind the scene type deal.
www.teamlegacy.net | MMO junkies
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