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I love this show! good job, teaching us noobs to map.
On October 05 2011 05:12 NaeNo wrote: Terran flying first Command Center to gold base may be possible on this map ! ( Add rocks ? :D ) Can't test because i'm on EU but that's my first feeling about the map. A wild Dustin Browder appears!
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On October 05 2011 05:43 NaeNo wrote:Show nested quote +On October 05 2011 05:32 Emata wrote:
I'll be testing it myself with some friends later, but it seems like the golds are both impossible to defend and to take for both players at different points in the game. Any race can siege the gold from their high ground main in mid-late game (mid for T, depends if P colo rushes or not, and late for Z), and the distance from the main to gold in early game would prevent units from defending it, so good scouting should shut it down immediately so I don't think rocks would be necessary (though even in GSL, hidden bases can go unscouted for a surprising amount of time so maybe not...). I was actually talking about flying the very first command center and the 6 scv, like MKP did against MC in some GSL game ( I don't renember which one ), but i think it's hard to defend, even early game because of high ground.
I don't think this should be a problem as it's a two player map, basically the enemy can realise he's at the gold base very fast. Aswell as the fact that the gold base is just horrendious in a defense point of view, so you'll basically be forced to follow it up with a bio all in. (At least a big part bio, you wont be able to defend that while teching.
Though maybe just that bio all in will be overpowered, but I personally don't think it'll be that way.
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Awesome, I'll definitely be checking this out!
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prodig, i love your maps, keep up the great work!
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OK, so I've had some time to play the map, and here is my feedback:
Overall I really like the design. The map size feels great. I think there are a lot of aspects to the map that can be used in interesting ways, such as the high ground behind the third (for harass), the high ground in front of the third (for hiding spotting overlords, etc...) and the line-of-sight blockers. I feel like the Gold bases should be swapped with the 5th base locations, because right now they feel too easy to get to and protect. If they were in the corner of the map, it feels a little easier for the opponent to harass. I haven't really decided on the main base size yet, but perhaps it is a tad too large. I built 12 gates, a robo, and 2 stargates, and still had some free space. It gave me no reason to build else where.
For expanding, let's say I'm in the 3 o'clock position: it makes sense to take my 5th in the bottom left corner, because that's the direction I've been expanding, but it feels better to expand to the top right because I seem farther from my opponent (especially via air), and therefore it is easier to defend. This may have to do with the gold placement.
Finally, I play as protoss, and blink play is amazing on this map! I've already mentioned the harass area behind the third; you can also blink directly into the opponents base at the gold and at the balcony. Excellent for harass. I haven't tested out colossus yet, but it makes sense that they would have similar advantages.
I haven't tested this personally, but it appears zerg would struggle on this map versus air. The short air distance to the third and fourth, combined with the many ledges, means they may get harassed to death. Again, untested, just an observation.
Hope this feedback is useful! I've enjoyed the show so far, keep up the good work!
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@prodiG Will you be putting this show on Itunes?
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So I watched the vod, and similar to other comments it felt a little long and sometimes unstructured. But it sounds like that fix is in the works so no big. The other comment I had was that I was trying to follow along in the map editor. For the most part I could keep up, but sometimes just barely. Some of the things went really quick (I can't think of what off the top of my head...) and I was trying to look through menus to figure out how you got to whatever screen you were at.
Maybe do a "basics of the map editor" type episode where you don't work on a map, but just do a throrough run through of all the things the map editor contains and some nuances? For example, show how to manually do something, then say what the hotkey is, then show the hotkey in action. The thing from the episode that comes to mind for me is the size slider for the brush.
As for the map. I I gave it a play. I don't think I'm qualified to comment on things like "gold placement" and "rush distance" etc etc etc buuuutt a few things I noticed that irked me: 1) Not enough space behind my main. Like... unusable space you know? So I can kind of scroll back a little and have my mineral patches centred instead of my CC. 2) The gold minerals... HARD TO CLICK ON!! Atleast spawning in the right position. They were hidden by the much higher terrain of the main. I had to scroll further upward than I wanted to to land MULES or set a rally etc etc etc. 3) Main is too big. I think trim it down a little. It just felt... endless. I mean, I sim citied the SHIT out of it and had a ton of room.
Thats all I can think of for now!
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Thanks again for the feedback. My goal was to teach only the hotkeys so people don't use slow useless menu options but I'll definitely keep that in mind.
MapCraft: State of the Terrain Episode 2 will be aired live on Sunday, Oct 09 9:00pm GMT (GMT+00:00) on ESV.TV!
Sorry if the time doesn't work well for you. We have jobs and other commitments as well and we really can't pick a time that doesn't shaft someone - I will look at ways to get the VOD to Youtube or Blip.
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Jacq got caught up traffic and I got trapped doing some stuff at home so we're running a bit late! Show will be starting at 5:15 PM EST! Sorry for the delay~
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On today's episode of MapCraft: State of the Terrain, we polished the terrain level based on player feedback and started on the map's texture. If you missed today's episode, you can find theVOD on ESVtv.
![[image loading]](http://i.imgur.com/5ZLWz.jpg)
As you can see, the map is starting to come together, but it's kind of a total mess. There is a tonne to work to do before I start adding the much loved creatures and doodads. The two major edits were the size reduction of the main and edits to the gold. All of the changes and techniques have been discussed in this week's episode so please watch the VOD if you're interested in the changes or learning the map making processes.
The map is still available for testing on the NA server! I'd be ever grateful if you tested the map and posted your feedback in the thread. Feedback from all players and leagues is welcome, so get your game on! To find the map, simply search for "FITestMap Versailles". Thank you in advance for your help in making the map great.
Next week's episode will be at our scheduled time of 11AM PST. We'll be heading to the Rose Bowl Rouge Lounge BarCraft event after so be sure to join us if you're from the Edmonton area. Before then, I will be working on the map's texture and will tweet (@jacquelinesg) if I'm streaming the map making!
GL HF.
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Your map is looking better now! EU PLZZZZ =D Gonna check out the VOD cause I missed it live because of IPL/Devastation =/
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Anyway you could get the VODS on some other site? Apparently jtv vods hate me. It constantly stops before the show is over and does all kinds of weird crap. Really wanna check this out.
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On October 06 2011 09:23 Octanepro wrote: @prodiG Will you be putting this show on Itunes?
On October 11 2011 03:20 Engore wrote: Anyway you could get the VODS on some other site? Apparently jtv vods hate me. It constantly stops before the show is over and does all kinds of weird crap. Really wanna check this out. Seems like there's a lot of demand to get the show up elsewhere besides Twitch.TV. I'll do some research over the course of the next week and see what my options are like as far as publishing on other websites either directly from Twitch.TV or saving the VOD and re-uploading it. As far as future episodes are concerned, I'll definitely have a file ready to upload to all of the aforementioned platforms to maximize accessibility
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Overall this map has some really great concepts. I really like the "fire and ice" theme. The sound effects on the arctic side were very reminiscent of something I can't quite remember. (if that makes any sense, let me know, because i don't understand it myself) The concept of getting off your starting plateau by going back and wrapping around is really original. It led to lots of harassment shooting from above but thats how the game Should work. Also, I saw lots of potential for late game intrigue with the layout of later minerals, and some interesting possibilities for reapers to do some serious damage. However, I'm off reapers lately, as their build time is too long.
That said, I have one serious criticism, which is that on the fire side the map was too dark. I literally could not see where the ramp was and had to just wander around with the scv to figure out where to block with supply depots. Whichever player gets the fire side will be at a disadvantage to the ice side, which was also dark, but not debilitating.
I also have a minor complaint, which is that the rush distance seemed to be short. It might be better to put an obstacle or some sort of choke point in the middle to lengthen it. Right now, once you get off the plateaus, its a straight shot to the other side.
Lastly, a question: did you do something to the ai? I played two games and both times the ai did something strange, which was to run all the way back to home base after a failed attack on me. Usually the ai tries to slug it out with me but for these they wanted to run.
Keep it up and thanks for everything you do for e-sports!
TheEconomy @mfbenson1
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Awesome show so far it has really helped me out a lot, and I must say prodiG looks more badass than I would have thought. The girl is cute too!
I don't know if you answer questions asked here, but I'll ask anyways. How come on islands, since you can't just put mineral blockers due to MULEs, why not put some small destructible debris with low hp instead? Sure terran would still have a bit of an advantage due to the ease with which terran can get starport units, but I wouldn't think it's that big of a deal.
P.S. Why do you hate metalopolis so much, besides the fact it's overplayed to death?
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Loved the show so far, but had a few questions which as a map designer you might be able to give thoughts on.
The early map pool contained horrible maps with small rush distances and impossible to take thirds, but there were also concepts that differentiated some of the maps and made a more immediate game. My examples would be:
- Scrap Station (Close air, long walk distance) - Desert Oasis (Back to back bases) - Jungle Basin (Side free base)
I liked some of the ways these mechanisms played out, but obviously the maps were horrible.
Obviously I'm aware of Paranoid Android in BW and Crevase (but with less resources)
So I guess my question is, what are your thoughts on these kind of maps and can they be balanced in Sc2, because personally I think the main and natural setup from Jungle Basin could be used for an amazing map if it was larger and more macro orientated.
Sorry if that was a bit long winded.
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MapCraft: State of the Terrain Episode 3 will be aired live on Sunday, Oct 16 6:00pm GMT (GMT+00:00) on ESV.TV!
Pick a map, and take a close look at it. You'll notice there's a significant amount of attention that has been paid to the map's texture. This episode will continue with the finer details of map texture as I attempt to make the terrain look realistic. Questions, as always, are welcome!
It will be live during MLG Orlando, but we are doing our best to have an episode each Sunday. The VOD will be available on ESV.TV, and prodiG is working on making the episodes available on Blip or YouTube.
Feedback? Comments? Questions? Let us know!
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On October 15 2011 04:18 Versailles wrote:MapCraft: State of the Terrain Episode 3 will be aired live on Sunday, Oct 16 6:00pm GMT (GMT+00:00) on ESV.TV!Pick a map, and take a close look at it. You'll notice there's a significant amount of attention that has been paid to the map's texture. This episode will continue with the finer details of map texture as I attempt to make the terrain look realistic. Questions, as always, are welcome! It will be live during MLG Orlando, but we are doing our best to have an episode each Sunday. The VOD will be available on ESV.TV, and prodiG is working on making the episodes available on Blip or YouTube. Feedback? Comments? Questions? Let us know! I can't wait!
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On October 15 2011 15:24 Amlitzer wrote:Show nested quote +On October 15 2011 04:18 Versailles wrote:MapCraft: State of the Terrain Episode 3 will be aired live on Sunday, Oct 16 6:00pm GMT (GMT+00:00) on ESV.TV!Pick a map, and take a close look at it. You'll notice there's a significant amount of attention that has been paid to the map's texture. This episode will continue with the finer details of map texture as I attempt to make the terrain look realistic. Questions, as always, are welcome! It will be live during MLG Orlando, but we are doing our best to have an episode each Sunday. The VOD will be available on ESV.TV, and prodiG is working on making the episodes available on Blip or YouTube. Feedback? Comments? Questions? Let us know! I can't wait! ![](/mirror/smilies/smile.gif) An epic fail Sunday morning has resulted us once again getting to the venue a little later than expected. Episode 3 will be starting at 2:30PM EST (30min later than originally planned). We apologize once again for the delay and I recognize this is the second week in a row that this has happened. Sorry guys <3
EDIT 2: We waited until the end of Idra vs Boxer, Live now! www.esvtv.com
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