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Process of Making an Official Map - Page 3

Forum Index > SC2 General
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Isarios
Profile Joined March 2014
United States153 Posts
November 26 2014 10:10 GMT
#41
what about more advaned concepts? Such as golds? One thing about Habitation Station I liked was that if your opponent took the gold, you also have the option of doing so. Compared to Antiga Shipyards, where if a player got ahead and took center tower and a gold, the game was pretty much over.
Blahhh
figq
Profile Blog Joined May 2010
12519 Posts
November 26 2014 14:46 GMT
#42
This is so insightful.
If you stand next to my head, you can hear the ocean. - Day[9]
ZenithM
Profile Joined February 2011
France15952 Posts
November 26 2014 14:53 GMT
#43
Cool article.
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
Profile Blog Joined June 2011
France9034 Posts
November 26 2014 17:48 GMT
#44
Thanks Jacky for the article!

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.
LiquipediaWanderer
Rikudou
Profile Joined April 2014
Germany151 Posts
November 26 2014 18:10 GMT
#45
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
Is this real Life? No, it's StartaleLife!!!
tili
Profile Joined July 2012
United States1332 Posts
November 26 2014 19:30 GMT
#46
Completely fascinating -- thanks for the write-up Jacky_

Would love to see more about the process for a particular map
SwedenTheKid
Profile Joined July 2014
567 Posts
December 02 2014 22:43 GMT
#47
This is a great thread for people getting started. Also nice to go over before finishing a map to make sure you didn't mess up the layout.
Casual Mapmaker
MarlieChurphy
Profile Blog Joined January 2013
United States2063 Posts
Last Edited: 2014-12-04 06:35:06
December 04 2014 05:53 GMT
#48
Quick question. Is it possible to skin a map how you have shown in your OP pics? Like all black or all white tiles like that? That would be pretty cool looking in game.


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 [image loading]
RIP SPOR 11/24/11 NEVAR FORGET
AxiomBlurr
Profile Blog Joined November 2012
786 Posts
December 04 2014 06:03 GMT
#49
nice write up!~~ thank you for this!
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