|
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin |
On June 01 2013 10:58 Dellron wrote:here is version 3 of my map, i made heavy changes to fourths, as well as a couple other changes. ![[image loading]](http://i.imgur.com/lTy1xy2.jpg) also here is the description from my first post, in case you didn't see it: its a 4 spawn, 1v1 map, vertical spawn will be disabled. i wanted to try low ground mains, not many people do them and i think if you do it right its still balanced. there is a choice between where to expand, i like the idea of having 2 possible naturals, and this one there is a big choice on where to expand first. the expansion path will heavily change depending on the spawn locations and the matchups. so, i would like to hear what you guys think about the layout, before i go and texture it. doesn't anyone have anything to say about my map? i could use the help.
|
On June 06 2013 23:32 Dellron wrote:Show nested quote +On June 01 2013 10:58 Dellron wrote:here is version 3 of my map, i made heavy changes to fourths, as well as a couple other changes. ![[image loading]](http://i.imgur.com/lTy1xy2.jpg) also here is the description from my first post, in case you didn't see it: its a 4 spawn, 1v1 map, vertical spawn will be disabled. i wanted to try low ground mains, not many people do them and i think if you do it right its still balanced. there is a choice between where to expand, i like the idea of having 2 possible naturals, and this one there is a big choice on where to expand first. the expansion path will heavily change depending on the spawn locations and the matchups. so, i would like to hear what you guys think about the layout, before i go and texture it. doesn't anyone have anything to say about my map? i could use the help. Basically, ask yourself 'How does one hold an early pool on this map'?
The ramp leading into the main is huge.
|
Update : The End of Dreams
still need to add little more doodads, texturing, and of course, trying to fix scripted events (triggers) and stuff. Finals week next week, ochem is kicking my butt right now, so soon I will have more time, yay
Feedback appreciated, thanks!
|
Russian Federation4295 Posts
Map with blood... woah, thats epic idea :D
|
On June 06 2013 23:32 Dellron wrote:Show nested quote +On June 01 2013 10:58 Dellron wrote:here is version 3 of my map, i made heavy changes to fourths, as well as a couple other changes. ![[image loading]](http://i.imgur.com/lTy1xy2.jpg) also here is the description from my first post, in case you didn't see it: its a 4 spawn, 1v1 map, vertical spawn will be disabled. i wanted to try low ground mains, not many people do them and i think if you do it right its still balanced. there is a choice between where to expand, i like the idea of having 2 possible naturals, and this one there is a big choice on where to expand first. the expansion path will heavily change depending on the spawn locations and the matchups. so, i would like to hear what you guys think about the layout, before i go and texture it. doesn't anyone have anything to say about my map? i could use the help.
on overall design of the map. compare your map to others. there's no shame in looking at other maps, taking inspiration, or even copying other maps to help improve your technique. as it stands its obvious you still have a little ways to go. try to fill in as much as the empty space as you can. for more "organic" natural looking maps, try to use less straight lines.
on gameplay. using NSWE "cardinal" ramps poses two issues, one you cant walloff traditionally like do with diagonal ramps. and two, based on how you texture it, it can be difficult to differentiate where the ramp is during gameplay.
|
On June 07 2013 01:47 SiskosGoatee wrote:Show nested quote +On June 06 2013 23:32 Dellron wrote:On June 01 2013 10:58 Dellron wrote:here is version 3 of my map, i made heavy changes to fourths, as well as a couple other changes. ![[image loading]](http://i.imgur.com/lTy1xy2.jpg) also here is the description from my first post, in case you didn't see it: its a 4 spawn, 1v1 map, vertical spawn will be disabled. i wanted to try low ground mains, not many people do them and i think if you do it right its still balanced. there is a choice between where to expand, i like the idea of having 2 possible naturals, and this one there is a big choice on where to expand first. the expansion path will heavily change depending on the spawn locations and the matchups. so, i would like to hear what you guys think about the layout, before i go and texture it. doesn't anyone have anything to say about my map? i could use the help. Basically, ask yourself 'How does one hold an early pool on this map'? The ramp leading into the main is huge.
![[image loading]](http://i.imgur.com/rimBGn8.jpg) there is one hex free but i will add a doodad or something.
On June 07 2013 05:00 a176 wrote:Show nested quote +On June 06 2013 23:32 Dellron wrote:On June 01 2013 10:58 Dellron wrote:here is version 3 of my map, i made heavy changes to fourths, as well as a couple other changes. ![[image loading]](http://i.imgur.com/lTy1xy2.jpg) also here is the description from my first post, in case you didn't see it: its a 4 spawn, 1v1 map, vertical spawn will be disabled. i wanted to try low ground mains, not many people do them and i think if you do it right its still balanced. there is a choice between where to expand, i like the idea of having 2 possible naturals, and this one there is a big choice on where to expand first. the expansion path will heavily change depending on the spawn locations and the matchups. so, i would like to hear what you guys think about the layout, before i go and texture it. doesn't anyone have anything to say about my map? i could use the help. on overall design of the map. compare your map to others. there's no shame in looking at other maps, taking inspiration, or even copying other maps to help improve your technique. as it stands its obvious you still have a little ways to go. try to fill in as much as the empty space as you can. for more "organic" natural looking maps, try to use less straight lines. on gameplay. using NSWE "cardinal" ramps poses two issues, one you cant walloff traditionally like do with diagonal ramps. and two, based on how you texture it, it can be difficult to differentiate where the ramp is during gameplay. alright, thanks. there aren't any ramps that i think anyone would want to wall-off, so i didn't think the cardinal ramps would be a problem with that. but i never thought about the hard to see part and will remember that.
anyways, thanks both of you.
|
Unless you design it differently for a specific reason, the main should have a 1 width ramp to make rushes not too hard to stop and to give bigger defenders advantage while defending the main.
|
On June 07 2013 06:06 moskonia wrote: Unless you design it differently for a specific reason, the main should have a 1 width ramp to make rushes not too hard to stop and to give bigger defenders advantage while defending the main. like i said, i wanted a choice for naturals. the entrance to the forward natural takes the same amount of buildings to wall as a regular ramp would. also its a low ground main so having a smaller ramp wouldn't help much.
|
On June 07 2013 09:24 Dellron wrote:Show nested quote +On June 07 2013 06:06 moskonia wrote: Unless you design it differently for a specific reason, the main should have a 1 width ramp to make rushes not too hard to stop and to give bigger defenders advantage while defending the main. like i said, i wanted a choice for naturals. the entrance to the forward natural takes the same amount of buildings to wall as a regular ramp would. also its a low ground main so having a smaller ramp wouldn't help much. Your map gives 3 very easy bases, while making 1base all ins super hard to hold. TvP and PvP does not care about walls, meaning you basically have no choke point to defend versus 1base all ins. The easy way to fix the defenders advantage will be this:
![[image loading]](http://i.imgur.com/fWeXLts.png)
I suggest you try to copy the basics of a ladder map. You should only try things that are outside the standard after you have mastered it.
|
On June 07 2013 10:49 moskonia wrote:Show nested quote +On June 07 2013 09:24 Dellron wrote:On June 07 2013 06:06 moskonia wrote: Unless you design it differently for a specific reason, the main should have a 1 width ramp to make rushes not too hard to stop and to give bigger defenders advantage while defending the main. like i said, i wanted a choice for naturals. the entrance to the forward natural takes the same amount of buildings to wall as a regular ramp would. also its a low ground main so having a smaller ramp wouldn't help much. Your map gives 3 very easy bases, while making 1base all ins super hard to hold. TvP and PvP does not care about walls, meaning you basically have no choke point to defend versus 1base all ins. The easy way to fix the defenders advantage will be this: ![[image loading]](http://i.imgur.com/fWeXLts.png) I suggest you try to copy the basics of a ladder map. You should only try things that are outside the standard after you have mastered it. can you please explain to me how that would help with a low ground main. i will shrink the ramp if you think it will help, but with it being low ground i would think that no matter what you don't want to engage on the ramp.
or i could try raising the main and both nat's up a level and so i can add a ramp where you wall-off. i would make the ramp horizontal and make it big but with rocks so its one hex at the start. is that idea any good or is your's better?
i have made some maps that are a lot like the ladder maps, but i like to alternate so it doesn't get boring.
|
your Country52797 Posts
![[image loading]](http://i.imgur.com/bl2UpGa.jpg)
144x144.
|
On June 10 2013 08:03 The_Templar wrote:![[image loading]](http://i.imgur.com/bl2UpGa.jpg) 144x144. I love it.
|
your Country52797 Posts
On June 10 2013 08:34 lorestarcraft wrote:I love it. yay Edit: It is published on NA by the way under the name 'winter city'
|
|
your Country52797 Posts
|
The corner bases look a little awkward. If you wanted to embrace Circle Syndrome you could switch the side of that high ground that the base is on, so that they are more like at 12 and 6.
I would also use the debris towers instead of the rock towers so that they match the man-made texturing. I also like it when they are tucked up against something rather than just standing there, but that's more of a personal preference I suppose. The texturing is a pretty good start in that it distinguishes areas of the map and doesn't get in the way of visibility, but it might be worth spending some time accentuating the cliffs with their own texture type (i.e. almost just outlining the edges of every high-ground and the endges of the map as well).
This is pretty solidly standard but still interesting with the option of a forward third. I would actually bring the low ground third a little closer (even if that's just rotating the minerals to the other side) so that it is a more attractive option.
|
Backwater Redux v0.1
i might try a second variant with "Strangewood-Symmetry" and re-implement high yield minerals.
![[image loading]](http://i.imgur.com/YDlJG6E.jpg)
|
^^ reminds me of morrows "red" map from a while back
|
Update: Chilblain, a 2M map oriented with PvEvP (Player vs Environment vs Player)
Almost done with this map.
Preview of the Scripted Events (still need to fix some):
1) Gate in middle opens at X elapsed seconds. Closes after X seconds. Repeat
2) Leviathans spawn at 5 and 11 o clock at 1000 game time seconds, and then gets random with alarm warning (like in Zero Hour) , Leviathan patrols in gate middle area.
3) Zerg Drop Pods come down at certain time intervals which release few units. Not at base locations.
4) Nydus worms appear at 11 and 5 corners which spawns few units.
|
I think it's time to admit this topic is pretty much failing. THe majority of concepts posted here receive no commentary because most people of course only visit this thread when they are posting something themselves for criticism rather than just stopping by to give criticism. For me, this topic is only at the back of my head when I am soliciting feedback and I rarely give it unless I have a project dangling here. So here's my solution:
For every WIP you post from now on, you have to comment on 2 other WIP's posted in this thread before and give some solid constructive feedback on the direction. Who's with me?
|
|
|
|