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Phalanx
Images: Overview: + Show Spoiler + Angled View: + Show Spoiler + Analyzer Images: + Show Spoiler +
Notes: Part of my series of attempts to make non-square maps. Mains at 10 & 4. Easy Natural. Third close but blocked by rocks. Aesthetically, it doesn't have pretty trees. Comments, questions, suggestions, etc, appreciated.
My Map Thread
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I love the way this looks in finished form! There's a lot of open space but it doesn't feel too big. The xel'naga caverns pattern works really well with the width and the interesting center.
Really like the grungy atmosphere.
Nice work!
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Great map, like the easily accessible third, yet not too accessible (destructible rocks, back-door entrance). however why do mapmakers insist on creating this highway for drops surrounding the map? Afaik, this is something that started with blizzards sc2 maps and has caught on like McDonalds.
EDIT: I guess it was because you didn't want a square map?
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On November 18 2010 20:10 drlame wrote: Great map, like the easily accessible third, yet not too accessible (destructible rocks, back-door entrance). however why do mapmakers insist on creating this highway for drops surrounding the map? Afaik, this is something that started with blizzards sc2 maps and has caught on like McDonalds.
EDIT: I guess it was because you didn't want a square map? In order to make a map that doesn't have hard edges and corners that look unnatural, you have to round off the corners of your terrain. This creates space that flying units can use. This wasn't as big of a problem in BW because maps were limited and the borders were easy to see. With the SC2 editor, you can create ground that goes beyond the border and becomes unpathable/unbuildable but without a cliff or doodads, the player wouldn't know the border was there until they walked into it.
Speaking specifically about my map, the border is actually smaller than the image. Just beyond the cliff on the edge of the main behind the minerals is where the border is located. If I extended the cliff any further, you wouldn't be able to path onto it anyway. It's actually a lot easier to see if you look at the distance analyzer images. Look at how there is only one line of red between the green of the main and the black of the border.
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On November 19 2010 05:10 BoomStevo wrote:Show nested quote +On November 18 2010 20:10 drlame wrote: Great map, like the easily accessible third, yet not too accessible (destructible rocks, back-door entrance). however why do mapmakers insist on creating this highway for drops surrounding the map? Afaik, this is something that started with blizzards sc2 maps and has caught on like McDonalds.
EDIT: I guess it was because you didn't want a square map? In order to make a map that doesn't have hard edges and corners that look unnatural, you have to round off the corners of your terrain. This creates space that flying units can use. This wasn't as big of a problem in BW because maps were limited and the borders were easy to see. With the SC2 editor, you can create ground that goes beyond the border and becomes unpathable/unbuildable but without a cliff or doodads, the player wouldn't know the border was there until they walked into it. Speaking specifically about my map, the border is actually smaller than the image. Just beyond the cliff on the edge of the main behind the minerals is where the border is located. If I extended the cliff any further, you wouldn't be able to path onto it anyway. It's actually a lot easier to see if you look at the distance analyzer images. Look at how there is only one line of red between the green of the main and the black of the border.
Thanks for explaining, as you might have guessed I'm a noob when it comes to mapmaking. I wasn't trying to be rude or anything, just curious.
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On November 19 2010 06:16 drlame wrote: Thanks for explaining, as you might have guessed I'm a noob when it comes to mapmaking. I wasn't trying to be rude or anything, just curious. No problem. Thank you for the comments.
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Looks very good. For some reason it reminds me of Xel Naga Caverns (not a bad thing). I think this map looks pretty fun.
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On November 19 2010 11:17 yoplate wrote: Looks very good. For some reason it reminds me of Xel Naga Caverns (not a bad thing). I think this map looks pretty fun. Yeah, the expansion pattern is similar with the third and gold. Of course, Xel'Naga Caverns is one of the best maps in the ladder pool right now, so definitely not a bad thing.
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This actually makes me think of a 1v1 version of Tarsonis Assault.
I really like the result
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Looks cool, but its pretty much identical to Xelnaga caverns in terms of natural, 3rd, gold tower set up.
Not that thats a bad thing.
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On November 25 2010 11:09 Barrin wrote: I personally think this map would be a lot better if it was a few red squares thinner ---> <---
I like everything else about it though ^_^ Red squares?
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dezi
Germany1536 Posts
I think he means the map should be smaller and judging by the Analyzer pics you've yet again made a sweet but tall map. Would like to see a tiny one
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