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Looks cool, but can we have an overview of the map? The first image is too small.
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Looks really good, seems like a ladder map! You might want to open up some paths, because they all seem relatively small.
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Updated my second post with low-res/low settings pic to easily distinguish map barriers.
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i think this map is so cool.
it needs 2 things:
-watchtowers -a wide middle. everything seems so narrow, very anti-zerg
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What kind of university blocks something as mundane as starcraft?
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Inside the campus itself they block a lot of things, gaming being one of the major ones. Aside from your normal pr0n and such
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Ok i just have to point this out because it made me laugh. The OP claims that his school filters out URLS that contain Startcraft, SC2, SC, etc... man that must stink if you're writting a paper on SChools, SCience, SCouting, SCooters, SCurvy, or SCuba Diving.
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@BSOS Wider middle is definitely doable, is there such thing as too wide i wonder? And ive considered putting watchtowers on the extensions coming out torwards the choke, debated long and hard.
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@Pha The name of the filter is "websense" http://www.websense.com/content/Home.aspx, and im sure it doesnt specifically block "sc". but its blocked all other sites I know with sc in them relating to starcraft.
Perhaps i should have mentioned that, I was just hoping wed have some networking gurus here and i didnt feel it was worth someone elses time posting a brand new post. 
On to the map now.
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thats what i was thinking too. perhaps ill add them after all
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On June 26 2010 05:25 BSOS wrote:
it needs 2 things:
-watchtowers
Don't quite understand why maps NEED watchtowers? Surely those should be worked in when creating the map instead of just popping them in after the map design is done? I just don't get why a map would need a gimmick just because it's available. Although I'm not saying the map would be worse is better with them, merely pointing on why watchtowers/gold is seen as a must in maps
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I dont suppose any map "needs" it. But its a nice feature in sc2 and adds an element of strategy I would think.
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This map is my favourite user-created 1v1 map so far!! I want blizzard to seriously look at this and add it to the map pool, it really does look like it would be a blast to play on. Good work man!
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Really impressive. Attention to detail makes it look like a professionally created map.
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Try staggering your minerals so that they look more interesting. Other than that, it's a really nice-looking map. I'd love to play on it!
Edit: Strategy-wise, perhaps you should consider opening up the ramp into the natural and the main push path through the center of the map. They seem a little too constricted at the moment.
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On June 26 2010 06:39 Numy wrote:Don't quite understand why maps NEED watchtowers? Surely those should be worked in when creating the map instead of just popping them in after the map design is done? I just don't get why a map would need a gimmick just because it's available. Although I'm not saying the map would be worse is better with them, merely pointing on why watchtowers/gold is seen as a must in maps They make maps more interesting?
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Question to the general public, LunarC mentioned staggering minerals, but does this effect gameplay dramatically? If not, that will be looked into immediately, as its an easy change.
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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]](http://img706.imageshack.us/img706/479/soul3.jpg)
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.
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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.
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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.
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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.
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Your latest iteration of the map(soulrevover.jpg) looks dope, gonna have to make a list of all the great maps in development.
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Couldnt of done it without the suggestions here. Thanks.
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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:
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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.
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alright charlie. havent uploaded pics yet, but map is updated with wider pathing. tomorrow ill update pics. enjoy
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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...
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Theyre widened, but its 5 am and im too lazy to update pics. ZzzZzz. tomorrow i promise.
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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.
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Yes it is, as of 20 min ago.
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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.
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Open it up some more, that middle pathway is going to be a nightmare.
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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.
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Hey use the sc2 map analyzer program too, it let's us better see pathing and size of paths etc.
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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.
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On June 28 2010 13:44 irninja wrote: 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. You are sort of correct. The thing is zerg is the most extreme case because they will have the most units and require the largest space to flank and manuever. To a lesser extent this will effect PvT as well. It is also strategy based, so as trends change so can the map styles. With current trends the standard armies of zerg is like mass of roach/hydra or ling/hydra while toss and terran usually work towards their 'ball' of units that are supported by a few key units that really excell in tight places (storm, collosus, tanks, etc). Zerg doesn't have any units that match those so they suffer the most.
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Makes sense, thanks for the explanation.
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Original post entirely reworked with all new pics, and with the new layout.
Map was uploaded earlier today for testing, thanks to all who joined the party. It was a lot more fun than i thought it would be 
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On July 11 2010 15:38 irninja wrote:Original post entirely reworked with all new pics, and with the new layout. Map was uploaded earlier today for testing, thanks to all who joined the party. It was a lot more fun than i thought it would be  how do you upload to bnet?
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Under the editor, go to "publish map" and it will give you the requirements to upload, sign in to bnet, and click publish and your set
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