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Active: 562 users

hopefully...a first map

Forum Index > SC2 Maps & Custom Games
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1 2 3 4 Next All
gundream
Profile Joined April 2010
United States229 Posts
Last Edited: 2010-06-19 22:55:08
June 18 2010 23:25 GMT
#1
Hello...i've made few posts on here but i do dwell in the midst of all other starcraft players on this website...decided to draw a map...if you guys like it ill make it...will be my first one

no name yet

+ Show Spoiler +
[image loading]



...sorry just a rough draft...darker grays are the lowest terrain and lighter grays is the highest terrain...towers in the middle

tell me what you think

edit:

still unnamed map (will be taking votes on posters suggestions. ie twin skulls and whatever else has come out)

green is forest (some sort of foliage)
blue is water
dark gray is lower terrain
light gray is elevated terrain

+ Show Spoiler +
[image loading]



changes:
middle is now elevated
added lake at middle
elevated terrain near gold expos now have ramp on opposite side and destructible rocks on other (to promote pushing through elevated terrain
made some ramps wider for harder walling
MadZ
Profile Joined March 2010
Denmark111 Posts
June 18 2010 23:28 GMT
#2
just go ahead and do it! it might turn out great and it might turn out not so great but give it a try !!
tosS.ita
Profile Joined May 2010
Italy523 Posts
June 18 2010 23:29 GMT
#3
nice!!
aka: [Lw]Tropper, tosS[Lw], aiC)tosS, 88han-tosS
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
June 18 2010 23:33 GMT
#4
Finally someone made something decent.

I like it, no excessive narrow paths, no 3 levels of terrain crumpled.

Personally I would remove the watch towers and the vision blocker that links from the nat to the valley
"When the geyser died, a probe came out" - SirJolt
monitor
Profile Blog Joined June 2010
United States2404 Posts
June 18 2010 23:33 GMT
#5
Looks really good! My only suggestion is to widen up some of the chokes other than the natural and main. Definitely make this a map!
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Murkyith14
Profile Joined January 2008
United States111 Posts
June 18 2010 23:33 GMT
#6
Drawing a map first was a really good idea, more people should do this I think. Get good feedback before actually spending time on the map and should save you time overall.

I like it. It's pretty basic and nothing too fancy is going on. Seems to me to be a pretty solid map.

I'm confused as to what the blue lines are near the towers and gold expansions. Are they line of sight blockers?
Ryan22
Profile Joined May 2010
Canada84 Posts
June 18 2010 23:37 GMT
#7
Thats an awsome map dude
Kurumi
Profile Blog Joined April 2010
Poland6130 Posts
June 18 2010 23:40 GMT
#8
Nat is looking scary. Skull.
I work alone. // Visit TL Mafia subforum!
Roaming
Profile Joined May 2010
United States239 Posts
June 18 2010 23:42 GMT
#9
I like it a lot.
Human beings, who are almost unique in having the ability to learn from the experience of others, are also remarkable for their apparent disinclination to do so.
MindRush
Profile Joined April 2010
Romania916 Posts
June 18 2010 23:43 GMT
#10
On June 19 2010 08:40 Kurumi wrote:
Nat is looking scary. Skull.


thus the map name : twin skulls
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." - Albert Einstein
Zerum
Profile Joined February 2008
Sweden348 Posts
June 18 2010 23:43 GMT
#11
the only odd thing I can see is that you have to set up defends in front of the choke so you can defend the ramp to you nat and the choke in to you main so you opponent won't just run straight in to you main. but I can also see that you might use your nat as you "main" and have better defends for that and you main as a nat and you can trap you opponent trying to rush in and don't risk loosing to much of your infrastructure.

Really cool ide for a map just go and do it and try it out. looks awesome.
shawster
Profile Blog Joined May 2010
Canada2485 Posts
Last Edited: 2010-06-18 23:45:06
June 18 2010 23:44 GMT
#12
Awesome map, finally nice to see a well thought out map.

only thing i would reccomend is having natural chokes more wide. it's kind of weird having your natural choke be like so narrow while the main choke is kind of wide.

guy above me read my mind
gundream
Profile Joined April 2010
United States229 Posts
June 18 2010 23:45 GMT
#13
to TroopeR.ita - I drew the concept first to get everyone's opinion about the flow and balance as far as how the map looks now.

to monitor - I also think that some chokes might be too narrow but that can be fixed once i get to the editor

to Murkyith14 - the blue lines (with the little flares coming out) are the plant growth that blocks sight to one side and ...yeah that was basically my idea...save some time (its easier for me as an artist anyway to draw it on paper)
gundream
Profile Joined April 2010
United States229 Posts
June 18 2010 23:48 GMT
#14
On June 19 2010 08:43 MindRush wrote:
Show nested quote +
On June 19 2010 08:40 Kurumi wrote:
Nat is looking scary. Skull.


thus the map name : twin skulls



this was the first thing that i wanted it to look like...with the textures i'm hoping to mask the skulls in there better.....dunno about a name yet...going for a forrest-e theme
Elite00fm
Profile Joined January 2008
United States548 Posts
June 18 2010 23:49 GMT
#15
bad map, a nat like this will always be imba

User was warned for this post
gundream
Profile Joined April 2010
United States229 Posts
Last Edited: 2010-06-18 23:56:26
June 18 2010 23:52 GMT
#16
dbl post
gundream
Profile Joined April 2010
United States229 Posts
Last Edited: 2010-06-18 23:56:53
June 18 2010 23:55 GMT
#17
On June 19 2010 08:52 gundream wrote:
Show nested quote +
On June 19 2010 08:49 Elite00fm wrote:
bad map, a nat like this will always be imba

thought the same...not sure how to fix.....though cant say its bad right off the bat..but nice helpful criticism anyway....so if anyone else has any suggestions on how to fix this issue but keep the skull look would be appreciated....at the same time....both having the same exact imba natural seems ....balanced hmmm especially when i dont even know how many patches of mins i'll put...prolly be a small natural to go to....(btw i cant say i like people who can "walk in n out" just to say they dont like something....dont like it and dont want to help == dont say anything)

qoiN
Profile Joined March 2010
Sweden576 Posts
June 18 2010 23:59 GMT
#18
On June 19 2010 08:49 Elite00fm wrote:
bad map, a nat like this will always be imba


Explain why?

Posts like yours will always be crap.
ItsTheFark
Profile Joined June 2010
United States158 Posts
June 19 2010 00:06 GMT
#19
I slightly dislike the natural, it seems easier to attack than it is to defend, due to the choke pointing away from the main. Maybe add a second choke or angle it slightly closer to the main, other than that.

+1, Seal Of Approval!
stet_tcl
Profile Blog Joined May 2008
Greece319 Posts
June 19 2010 00:06 GMT
#20
Looks like it could be a very nice map mate, good work!


A few notes:

The nat minerals are really far from the main on foot but really close by air. This will make air harass impossible to defend. I would recommend moving the nat minerals a little bit closer to the ramp.

Perhaps the ramp to the nat could be brought sliiightly closer to the main?

Try to make sure that the ever so imba "tanks on the low ground" don't have full reign over the center if a Terran has control of the middle valley.

Perhaps the two valley expos could have entrances with rocks on both sides? I love maps with nice flanking routes

On June 19 2010 08:49 Elite00fm wrote:
bad map, a nat like this will always be imba

Bad post. Would you care to elaborate?

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