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![[image loading]](http://i.imgur.com/du9k7.jpg)
Freerunner 1.3 + Show Spoiler [Overview] +
+ Show Spoiler [Screenshots] +
Valhalla Title Set 152 x 136 (Large) Rush Distances in Game Time (main ramp to main ramp): 40/54/65 (vertical/horizontal/cross)
This was one of many numerous designs that I have sketched during my free time, so there are many more where this^ came from. Freerunner features high ground right outside of the natural, like iCCup Europa, but does not have its rotational symmetry. The thirds can either be high yield bases on the low ground after the natural, or the nine mineral two gas expansions on higher ground, but farther away. Your choice is mainly dictated depending on where your enemy spawned. The XWTs overlook the middle, and the nine mineral expansions, also adding RvR to that location.
I changed the middle by raising it a level, making the nine mineral expansions more difficult to hold onto, but also out of range of the XWTs. As for rush distances, this decreases cross spawn rush distances and leaves the others untouched.
Aesthetics on this map are mainly wind, rind, tumbleweed, and waterfalls. The overall in-game feel is that of a thunderstorm, which I think I managed to pull off on this title set, but then again, I'm a little bit uncertain.
In 1.2 & 1.3, I changed the choke from the the high ground outside the natural to the middle by making it larger, and removed the LoSBs. I also added more LoSBs near the center.
Version 1.3 is now on B.net! Search "Freerunner" to play! (US)
~My Map Thread~
~Feedback is greatly appreciated!~
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dezi
Germany1536 Posts
Can you please add Analyzer pictures? I know you posted the time needed but i just don't know the timing and like to see the distances ^^
I would also recommend you to change the cliff of the mains (and all other areas that use the same testures) to man made cliffs. Might look better. I would also like to see the map shrinked in the horizontal direction and maybe test another expo location at those area connection the nat with the mid (watch awesome picture with awesome paint skills).
+ Show Spoiler [pic inside] +
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love the surround of mains with high ground, whether man made or not (the change would make it look as a wall, and that would imply a ramp (no?)
you should also try the line of sight "main surround", it's great and highly under used + Show Spoiler +
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@dezi - The thing is, whenever I try to make some parts of the map have a different type of cliff than the other parts, it creates a lower level of one of the cliffs directly beneath it. I know that I am sounding like a noob here. How do I 'connect' two cliffs of different types? I'll do this once I know how.
I do not really want to shrink the map in that direction because of the impact it will have on cross and horizontal rush distances. It would make the map nearly the same distance between all of the bases. The rush distances right now are pretty close together.
I'll get analyzer pictures up. And this time I mean it. EDIT: After I change the middle, I don't want to have to do it twice. 
@baskerville - The wall blocking off the mains from the center of the map is not pathable, so if you mean by a reaper/colossi ramp, that won't work. I'm most likely not going to change that area (except maybe type of cliff).
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dezi
Germany1536 Posts
Tools > Brush > 2nd last point
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What I would do with the mid is have it higher than the 2 expansions around it, but those expansions are already really wide open so it's a difficult situation. Maybe even move the gold's so they are close to the center, increasing the risk/reward due to harassment from behind the cliffs and also giving the center ground a purpose as a battle field similar to Xel'Naga
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@Dezi - Thanks, I just updated the cliffs.
@Tomo - Your idea is also a good idea for the middle, I will change it to that if the current middle doesn't work the way I want it to.
Version 1.1 is now on B.net! Search "Freerunner" to play!
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dezi
Germany1536 Posts
Don't forget to place those filler doodads at those spots where the different cliff types meet each other. Also interesting rework of the mid. Still would like to see how it plays out if you shrink down the map in size and place an additional base ^^
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On January 10 2011 02:00 dezi wrote: Don't forget to place those filler doodads at those spots where the different cliff types meet each other. Also interesting rework of the mid. Still would like to see how it plays out if you shrink down the map in size and place an additional base ^^
...filler doodads?
I don't think the map would work the way I want it to with thirds on the high ground outside of the naturals. I might make a quick design using the editor of what that would look like to get an idea of how changed the map would be. Maybe I'll make two versions? Who knows, we'll see.
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dezi
Germany1536 Posts
There are doodads to hide those texture bugs between different types of cliffs.
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On January 10 2011 02:19 dezi wrote: There are doodads to hide those texture bugs between different types of cliffs.
Oh, I didn't know that merging cliffs would lead to texture bugs. I'll fix that later.
Thanks for the heads up.
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On January 10 2011 02:41 Antares777 wrote:Show nested quote +On January 10 2011 02:19 dezi wrote: There are doodads to hide those texture bugs between different types of cliffs. Oh, I didn't know that merging cliffs would lead to texture bugs. I'll fix that later. Thanks for the heads up.
Those Gap Fillers are quite badly sorted in the doodads (they are located under different groups, even though they are all gap fillers), so the easiest way to find them is to search for "Gap Filler".
And the bugs aren't really texture bugs, it is the terrain mesh which is different between the cliffs, making gaps when they don't mesh together (which they never do between different cliff types, and then you either see black space between the cliffs or the background, if your map has a background).
PS. The new middle is much better, I think.
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dezi
Germany1536 Posts
Btw. Antares, did you changed the lightning on this one?
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On January 10 2011 04:26 dezi wrote: Btw. Antares, did you changed the lightning on this one?
Nope, but the rain and wind really make up for it. Have you played it in game?
@Nullcurrent - Thanks, I'll go and fix those areas soon.
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Wow, looks great! My only concern is that Mains mineral lines looks very difficult to defend... maybe shift some base to the back? Also, the lighting looks loads better, but the ramps on the right side do look a little too dark.
edit: didn't change lighting?!
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On January 10 2011 05:30 Summerfast wrote: Wow, looks great! My only concern is that Mains mineral lines looks very difficult to defend... maybe shift some base to the back? Also, the lighting looks loads better, but the ramps on the right side do look a little too dark.
edit: didn't change lighting?!
Correct, I did not change the lighting. Lol.
EDIT: To get a better idea of what the map looks like in game, look at the banner at the top of this thread.
EDIT 2: There is fog, that might be what your seeing.
To make up for the mineral line being placed towards your opponent (depends on spawns), they have been placed further from the edge by one grid extra so that turrets/cannons can be built behind any of the minerals, except one of them.
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dezi
Germany1536 Posts
On January 10 2011 05:27 Antares777 wrote:Show nested quote +On January 10 2011 04:26 dezi wrote: Btw. Antares, did you changed the lightning on this one? Nope, but the rain and wind really make up for it. Have you played it in game? I don't have an US account ^^
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On January 10 2011 06:20 dezi wrote: I don't have an US account ^^
That sucks...
EDIT: Anyone willing to help me get some of my maps on the other servers, PM me please!
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Version 1.3 is now on B.net (US).
After testing, it proved that Zerg seemed underpowered against Protoss and Terran due to the elevated ground above the natural. I haven't seen any contains, but Zerg trying to push on his enemy's high ground is nearly impossible with the tight choke that connects to the middle, so that choke has been widened.
I am considering adding a 1/2 base, or maybe an entire expansion on the high ground above the naturals, we'll see after testing.
I have added screenshots! + Show Spoiler [Screenshots] +
This is most likely going to be my MotM 2 submission, so any feedback that you guys can give me is greatly appreciated!
EDIT: The sharks don't seem to like the water and prefer to just float above it. The sharks will be forced into the kitty pool in 1.4.
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"MotM 2 submission" it should be, it's real good
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