Process of Making an Official Map - Page 3
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Isarios
United States153 Posts
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figq
12519 Posts
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ZenithM
France15952 Posts
It's weird that the map making process accounts for every single terrain-dependent unit in the game though. I thought the opposite happened: people create maps, and then players find the right units to abuse the map. This "we create appropriate openings in the main for blink stalkers to attack" feels a bit forced to me. But, sure, it's necessary to take units into accounts so that some really crucial strats don't render your map unplayable (like obvious cannon rush spots, or think: every annoying shit on 3v3 maps ;D). | ||
Ragnarork
France9034 Posts
It's always nice to have a little peek at what mapmakers do. It always remind how hard this is and how talented mapmakers are. | ||
Rikudou
Germany151 Posts
On November 26 2014 01:12 Ansinjunger wrote: I've never agreed with the need to give zerg free overlord scout positions (edit: on every map). Otherwise, I have thought about many of these features when trying to make a map, though I've never followed through and actually completed mine. The last one I did was constantly thinking about blink into main >.> I tried to make it possible but only one at a time in a specific spot, to where you'd have to queue blink. But the main thing that bothered me was, again, giving zerg free overlord scouting. Hidey spots have been too commonplace for zerg, while, for example, siege tank high ground spots are extremely rare and usually reachable by ground. I don't know why that's looked at as a bad thing, even if it's only accessible by air; it doesn't have to be behind a main/natural mineral line. Plus, lurkers are going to outrange cannons, if that goes unchanged. well, zerg needs these "imba" overlord scouting positions, because compared to terran and protoss, zerg has to scout, otherwise you just play pretty much randomly and hope for no aggression ( or no economic build), wich makes these free scouting position just essential. Or just in other words: if a zerg somehow can manage to scout his opponent he is still not out of the game, but a zerg that wasnt able to scout his opponent's main/natural or atleast the gas timings, then he is bascially lost | ||
tili
United States1330 Posts
Would love to see more about the process for a particular map | ||
SwedenTheKid
567 Posts
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MarlieChurphy
United States2063 Posts
Also, have you ever considering making a web of creep blockers on a map to allow creep to extend /fasterfurther and decay faster/further? As a concept it would allow for much larger maps I think. (zerg units keep their boost even if there is a line between the creep, so essentially you don't need the map 100% covered by creep to always have zerg boost anywhere, it's only 50%) Similarly, there is another concept where you have a Watch Tower in the main, with a line of sight blocker as the entrance. So, sort of like a cliff where you can't see inside from the outside, but units inside can just barely see outside based on their personal XWT. Or what about neutral units/spells on a map like BW had towards the later stages of the esports scene? Maybe stuff like forcefields, PDDs, blinding clouds, etc. Descriptions of stuff like this and others here: http://www.teamliquid.net/forum/sc2-maps/161963-new-mapping-technique-concepts-for-melee Or what about stuff like 2 bases in 1, or even island maps? similar to | ||
AxiomBlurr
786 Posts
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