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[M] Night and Day

Forum Index > SC2 Maps & Custom Games
Post a Reply
McCheese
Profile Joined July 2010
208 Posts
Last Edited: 2010-09-19 00:11:20
September 12 2010 16:43 GMT
#1
I have finished this map, and worked very hard on it. I wanted to try out a Day & Night Cycle and need people to test it out and leave me some feedback. I am hoping that it is not too laggy, otherwise I will have to change it, but don't have time to test it myself. What it does is that it switches from Day to Night every few minutes. (I'm not sure yet on how the game time is to real time and how the settings work with it), but yeah, bout every few minutes. Ofcourse I can change how frequent it is, so if it needs to be longer or shorter, please lmk. =D Please leave some feedback and help me improve my maps so the community receives what they deserve, better maps. =]

* Want to play? Search "Day and Night" on US servers! *

Night and Day

+ Show Spoiler +

Day
[image loading]

Night
[image loading]

Map Features & Explanation
[image loading]

Dotted Yellow Line = Expansion Route
Black Line = Line of Sight Blocker
Red Circle = Watch Tower

Version: 0.1
Players: 2
Download: None.

*In case you didn't know or were wondering, the blue line is the end of the map, and yellow is the camera.

Progress

+ Show Spoiler +

Latest
[image loading]

[image loading]

[image loading]

[image loading]




I hope you like it, and give some positive feedback and anything that you think needs to be improved.

Check out all my other maps, in my map thread, Here!
Thanks! =]
dezi
Profile Blog Joined April 2010
Germany1536 Posts
September 12 2010 17:17 GMT
#2
Are the ramps that face north/south at the 3rd really needed?
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
McCheese
Profile Joined July 2010
208 Posts
September 12 2010 20:34 GMT
#3
On September 13 2010 02:17 dezi wrote:
Are the ramps that face north/south at the 3rd really needed?


Maybe not... the other two ramps are big enough. Thanks for that. I did remove them. =D

Any other feedback is appreciated. =]
McCheese
Profile Joined July 2010
208 Posts
September 13 2010 00:00 GMT
#4
Updated! Starting to texture and add doodads and such. Check out the Progress section added! =] Hope you like it!
Antares777
Profile Joined June 2010
United States1971 Posts
September 13 2010 02:05 GMT
#5
Nice idea to add a progress section to the thread. A lot of threads don't do that, but it's a cool idea.
WhoDoYouThink
Profile Joined July 2010
113 Posts
September 13 2010 06:04 GMT
#6
Liking the design! But it seems like little room for bancheese/mutas in the back of the main. The rest of the map is looking great!
I think those IdrAlisks will kill our HuK rays.
McCheese
Profile Joined July 2010
208 Posts
September 13 2010 12:09 GMT
#7
On September 13 2010 15:04 WhoDoYouThink wrote:
Liking the design! But it seems like little room for bancheese/mutas in the back of the main. The rest of the map is looking great!



Thank you. xD Because of that, I increased the bounds a little bit so there is more room to work with. =] Thanks for the feedback!

On September 13 2010 11:05 Antares777 wrote:
Nice idea to add a progress section to the thread. A lot of threads don't do that, but it's a cool idea.



Yeah, it takes a bit of extra work but not too bad. =]
DamageInq
Profile Joined April 2010
United States283 Posts
September 13 2010 12:36 GMT
#8
Might look cool but I think the gameplay might be a bit dull. Maybe consider a few things:

-Splitting mineral patches confuses the worker AI. If they're rallied to the top 3 they won't travel to the bottom 3, meaning you have to transfer them manually.
-Only 1 gold high yield makes it a HUGE risk/reward game. Basically gaining map control gives you a 95% chance to win rather than 55-60% (just random numbers but you get the point)
-Try making 2 high yeild bases, one on the top left and one on the bottom right on the lowground below the middle (which would be smaller) and just put a Zel'Naga tower in the middle.
-The area between the 3rd and the 4th bases are too open. Try adding a ramp to a small platform or a gap in the ground maybe.

Good Luck
"Scissors are OP. Rock is fine." -Paper
McCheese
Profile Joined July 2010
208 Posts
September 14 2010 04:40 GMT
#9
On September 13 2010 21:36 DamageInq wrote:
Might look cool but I think the gameplay might be a bit dull. Maybe consider a few things:

-Splitting mineral patches confuses the worker AI. If they're rallied to the top 3 they won't travel to the bottom 3, meaning you have to transfer them manually.
-Only 1 gold high yield makes it a HUGE risk/reward game. Basically gaining map control gives you a 95% chance to win rather than 55-60% (just random numbers but you get the point)
-Try making 2 high yeild bases, one on the top left and one on the bottom right on the lowground below the middle (which would be smaller) and just put a Zel'Naga tower in the middle.
-The area between the 3rd and the 4th bases are too open. Try adding a ramp to a small platform or a gap in the ground maybe.

Good Luck



Lovely lovely feedback. I will take this into consideration and change what needs to be changed. There is no way to argue with what you have stated and helps greatly improve the map. Thank you very much for your time in replying. It helps very much. =]
McCheese
Profile Joined July 2010
208 Posts
September 17 2010 12:49 GMT
#10
Update! Sadly, I haven't had much time this past week to work on it, because i'm busy with school and soccer and all that good stuff, but here's what I got so far. And there is a watch tower in the middle, I just forgot to put a red dot on it. =/ Please leave me some more feedback, and I'll continue to work on this until it is completely finished! Thanks. xD
BoomStevo
Profile Joined August 2010
United States332 Posts
September 17 2010 18:57 GMT
#11
If it were me, I'd switch the gold and the 4th and put a rock there.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
Antares777
Profile Joined June 2010
United States1971 Posts
September 17 2010 19:01 GMT
#12
Keep doing texture work, this map is looking better and better every time you update it. I am jealous - I cannot make good city textured maps, they are hard!
McCheese
Profile Joined July 2010
208 Posts
September 18 2010 00:05 GMT
#13
On September 18 2010 04:01 Antares777 wrote:
Keep doing texture work, this map is looking better and better every time you update it. I am jealous - I cannot make good city textured maps, they are hard!



Yes it is very hard. Takes alot of time! But I think its fun. I like how it is turning out too. =] Thank you. XDD

On September 18 2010 03:57 BoomStevo wrote:
If it were me, I'd switch the gold and the 4th and put a rock there.



I like that idea! Makes sense... Thank you. =]
McCheese
Profile Joined July 2010
208 Posts
September 18 2010 21:06 GMT
#14
UPDATED! Huge ! Finally finished this map! Have fun and play and please leave me some feedback. =]
dezi
Profile Blog Joined April 2010
Germany1536 Posts
September 18 2010 21:40 GMT
#15
Nice texture work
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
McCheese
Profile Joined July 2010
208 Posts
September 19 2010 14:31 GMT
#16
On September 19 2010 06:40 dezi wrote:
Nice texture work



Thank you. =D Took awhile as well. I like it too.
McCheese
Profile Joined July 2010
208 Posts
September 21 2010 11:03 GMT
#17
I would assume no feedback is good. But i'm pretty sure this map isn't perfect...=]
McCheese
Profile Joined July 2010
208 Posts
September 25 2010 13:18 GMT
#18
Is there anything I need to add? Maybe more doodads..=]
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