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[M] Wet-Dry World

Forum Index > SC2 Maps & Custom Games
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1 2 Next All
leMi
Profile Joined December 2010
Canada12 Posts
Last Edited: 2010-12-29 22:04:16
December 17 2010 12:26 GMT
#1
Wet-Dry World
1.0


Creation Details
This is my first map. I want some opinions on it.

This map is named after a Mario Bros 64 level. I started making it with a basic plan. Then someone told me it looked like a 2 player map version of Shakuras Plateau and I think he is right. There are slight differences though as the back door lands at the natural expension and the middle mineral patches are high yield.

Map Pictures
Top Down view
[image loading]
Angled view
[image loading]

Version 0.1
+ Show Spoiler +

[image loading]


Analyzer Pictures
[image loading]
[image loading]
[image loading]

Map Details
Map Size : Playable=148x100, Full=168x128
Number of players : 2
Main locations : 4 o'clock, 8 o'clock
Number of bases : 10
Xel Naga Watchtowers :
  • In the center of the map watchtower allows to spot the main battle ground It does spot the gold expansion at the top center of the map, but not the 4th bases.
  • In the bottom center of the map watchtower allows to spot incoming air attacks.

Line of sight blockers :
  • There are LOS blockers between the holes in the main battlefield and the ramp to the top center gold expansion.
  • The choke between the holes in the main battlefield and the natural ramp are also covered with LOS blockers.

Destructible rocks : The natural back door is blocked with rocks for both players. Destroying them will allow access to a high yield expansion and to a watchtower.

Changelog
- 0.1 -
Initial release on US server.

- 0.2 -
- Widened the whole map
- Narrowed top center gold expansion ramps
- Added cliffs in the center of the map
- Changed the tile set to Zhakul'Das
- Made some manmade cliffs for the main bases, the top center expansion and the 2 cliffs by the natural expansions
- Changed the LOS blockers location

- 1.0 -
Changed tile set to Bel'shir
Redid doodads
Redid terrain, thanks to feedback from prodiG and iGrok

Help/collaboration wanted
I did the whole map myself. But, I am not good at making terrain and doodads. I would need some help and/or collaboration for these 2 remaining tasks. Then it will be publicly released.

Download
No download link yet.
baskerville
Profile Blog Joined April 2010
541 Posts
Last Edited: 2010-12-17 13:56:45
December 17 2010 13:47 GMT
#2
Nice, although the "conventional" layout of expos is too pc for my taste I like the "huge" open space (that area indeed just needs a graphics' concept).
You should include a side picture(s) so we can better gauge the textures and general feel
The ambiance of the map is generally reached by viewing a mix of the top and side view (side view angled with main to main in mind).
Also, it seems small, which is fine, however supplying us with precise map's dimensions is a plus.

I dunno what kinda help you want, so here goes my speed advice about "terraining":

work the map the way you like it ... gameplay layout blablabla
save this sketch version...

save as a second version, get wild and try out crazy coloring.. while basically coloring stuff to get terrain structures in sync to your taste ..
you can replace the textures of one tileset with another, so in a sense you can mix and match tilesets from different base style maps (and just testing them out is long as my ... euh well it's long))..
when the map looks awful because you took no care in the precise coloring ( details, order or what not), bin map

re open the sketch version
resave to test some more, while trying to color "more into the lines"
(get flashback of your first coloring books)..

rinse and repeat until you feel that you've found the mix for each type of terrain (high or low ground, edges ramps unpathable and whatever else you could have thought of... area around mains, xelnagawt or other shite...
in short, don't be afraid to "save as" whenever you get to an interesting stage (of course remember to bin all useless versions when you're done)...

finally , resave as the final version, get your textures in order before anything and then start coloring ..remember you can turn the map to color otherwise unreachable sections and all that, start with large brushes and finish with details, .. always trying to get all the textures to blend into one another to your advantage.

If "need help" means answering precise questions, FIRE away!, I'm sure we'll be glad to answer.

If terraining bores you, there is Igrok's collaborative thread. or else pm one of the many welcoming mapmakers featured in it who've offered their help for specifically that purpose (kudos to them!).

And keep at it, you're doing fine (just add the eye candy (pictures), and ask if you're unsure how to get them).
http://www.teamliquid.net/mirror/smilies/random-big.gif
iGrok
Profile Blog Joined October 2010
United States5142 Posts
December 17 2010 14:16 GMT
#3
This looks like a good map. I like how the natural 'back door' works - it doesn't spit you straight into the nat, but instead leads to the main ramp.

Can siege tanks hit a cc between the middle 2 bases? What about from the back path?

This does look a little small, what are the dimensions/can you post analyzer pictures please?

You terrain textures look fine to me, particularly for your first map!
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Falcon_NL
Profile Joined September 2010
Netherlands236 Posts
December 17 2010 14:57 GMT
#4
pretty much looks like Shakuras Plateau except those 2 upper expos are no mains imo.
but anyways, nice job. I think the upper gold expo is a rly nice spot, cus its quite easy to defend on the high ground. there could be some interesting strategic approaches and I think its one of the keys to win the game. Note that when you take the gold, you cant rly defend the expo and your main cus there are diff attack paths.
and its a BLACK HOLE !! OH MY GOD BLACK HOOOOLEEE - Tobi Wan
iGrok
Profile Blog Joined October 2010
United States5142 Posts
December 17 2010 15:04 GMT
#5
The upper gold isn't easy to defend at all. There's no room on the high ground and there are ramps on all sides.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
WniO
Profile Blog Joined April 2010
United States2706 Posts
December 17 2010 16:49 GMT
#6
Seems much to open near the middle, but i agree with iGrok, your texturing is really good for your first map
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
December 17 2010 19:29 GMT
#7
--- Nuked ---
jcroisdale
Profile Blog Joined October 2010
United States1543 Posts
December 17 2010 20:29 GMT
#8
looks terran favored which i like add me if you need testers
"I think bringing a toddler to a movie theater is a terrible idea. They are too young to understand what is happening it would be like giving your toddler acid. Bad idea." - Sinensis
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-12-17 21:02:41
December 17 2010 21:00 GMT
#9
Hey you can finally post! Pretty neat to see how far its come. Looks like it should be decent;D

EDIT: that someone the OP refers to is me~
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
leMi
Profile Joined December 2010
Canada12 Posts
Last Edited: 2010-12-17 21:46:11
December 17 2010 21:06 GMT
#10
It was late last night and didn't take that much time making my post. What I need is actually someone that would be interested in making the terrain and doodads for me. I will post on that thread you guys sent me and I am also uploading analyzer pictures right now.

The way terran are at the moment is that they can drop a planetary fortress anywhere on the map and their expansion is well defended. I think saying it is terran favored is wrong as you can go through the backdoor to the main base if the terran has an immobile army. That is my opinion... Does anyone think it is a Terran map?By leaving the wide open space in the middle makes it harder for terrans static defences to defend and improving the odds of zergs winning a battle.

EDIT: Added map dimensions in the map details.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
December 17 2010 22:47 GMT
#11
On December 18 2010 06:06 leMi wrote:
It was late last night and didn't take that much time making my post. What I need is actually someone that would be interested in making the terrain and doodads for me. I will post on that thread you guys sent me and I am also uploading analyzer pictures right now.

The way terran are at the moment is that they can drop a planetary fortress anywhere on the map and their expansion is well defended. I think saying it is terran favored is wrong as you can go through the backdoor to the main base if the terran has an immobile army. That is my opinion... Does anyone think it is a Terran map?By leaving the wide open space in the middle makes it harder for terrans static defences to defend and improving the odds of zergs winning a battle.

EDIT: Added map dimensions in the map details.

All maps are terran maps because of how well Terran controls space. I wouldn't read too much into it, none of the spots on this map are invincible for Terran. Planetary Fortresses need special responses and trying to break them with small amounts of units has never worked.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Archas
Profile Blog Joined July 2010
United States6531 Posts
December 17 2010 23:02 GMT
#12
I fucking hated Wet-Dry World, because of that damn elevator Star that took me forever to get. =(

Nice looking map, though. I got nothing to offer that hasn't already been stated, but for your first map, it's very well done. I look forward to seeing more quality stuff from you later on!
The room is ripe with the stench of bitches!
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
December 17 2010 23:42 GMT
#13
--- Nuked ---
leMi
Profile Joined December 2010
Canada12 Posts
December 17 2010 23:47 GMT
#14
Ok thanks for the suggestion, I am going to add these holes right now.
Also the map is published on the US servers under Wet-Dry World. Play it and tell me what you think about it.
leMi
Profile Joined December 2010
Canada12 Posts
Last Edited: 2010-12-25 00:56:21
December 25 2010 00:55 GMT
#15
After the feedback I got, here is my new version of the map. I think I managed to do a better job with the terrain, but I still have lots of problems with the doodads.

- 0.2 -
- Widened the whole map
- Narrowed top center gold expansion ramps
- Removed the center ramp at the top center gold expansion
- Added cliffs in the center of the map
- Changed the tile set to Zhakul'Das
- Made some manmade cliffs for the main bases, the top center expansion and the 2 cliffs by the natural expansions
- Changed the LOS blockers location
leMi
Profile Joined December 2010
Canada12 Posts
December 29 2010 19:57 GMT
#16
I reworked a lot on my terrain and I think I made a better job of it now. If you guys like it I will release this new terrain really soon, if not, tell me why it is bad. Any suggestions or comments would be appreciated. Remember this is my first map, and I want to get better.

[image loading]
ZaplinG
Profile Blog Joined February 2005
United States3818 Posts
December 29 2010 19:59 GMT
#17
dude I absolutely loathed wet-dry world in sm64. why would you ever want to make a tribute to it.

the music was sooooo annoying and it looped endlessly
Don't believe the florist when he tells you that the roses are free
leMi
Profile Joined December 2010
Canada12 Posts
December 29 2010 20:01 GMT
#18
On December 30 2010 04:59 ZaplinG wrote:
dude I absolutely loathed wet-dry world in sm64. why would you ever want to make a tribute to it.

the music was sooooo annoying and it looped endlessly

This is not a tribute to wet-dry world, it is a tribute to sm64 in general .
iGrok
Profile Blog Joined October 2010
United States5142 Posts
December 29 2010 20:29 GMT
#19
Thats really starting to feel like an n64 game =) Keep up the good work!
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Krigwin
Profile Blog Joined August 2010
1130 Posts
December 29 2010 20:44 GMT
#20
I can't be the only person who came in here thinking it was a custom map version of the actual SM64 level.
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