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Available on: EU
Introduction:
My only thoughts going into making this map were that I was going to make a relatively small jungle map, and almost immediately after roughing out the layout, swathes of jungle maps bombarded the TL map forum - at which point I fell into map-making limbo, and lost most of my motivation to finish the map for a while. It was relatively late in it's development when Neonights took on it's current appearance (and related name). Quick shout out to Johanaz for encouraging me to use a different texture set
Key factors in the map's design include the use of only two (pathable) cliff levels. This in combination with the relatively small map size forced me to keep things simple, and use the available space wisely. The rush distances are very similar to those of Xel'Naga Caverns, as the distances on that map have proven to be suitable for a 1v1 map in the game's current state.
Map Details: + Show Spoiler +Spawns: 2 & 8 Size: 128x96 (playable) Bases: 10 (including 2 gold) Watchtowers: 1 (central) Rocks: 2 large diagonals (block defender's entrance to third expo) LOSB's: 2 concave's (around the watchtower) Tileset: Shakuras/Ulaan/Ulnar Mix Layout Info: + Show Spoiler +Players spawn at the 2 and 8 positions in a typical high-ground main leading down into their natural expansion. The natural itself is quite secluded, with an average choke - however there is a second entrance, a ramp which leads up to a platform with destructible rocks, and then on to the players third base.
Outside of the players natural expansion is a large, open plateau, which tightens up as you approach the Xel'Naga Watchtower in the centre of the map. The watchtower, the LOS blocking bushes nearby and the shape of the middle mean one has to be methodical and often patient when attacking across the centre, as flanks are particularly dangerous.
Additional expansions lie further towards the centre of the map.
The terrain in Neonights certainly has "something for everyone;" Terrans benefit from the map not being huge, and a few key areas of high ground. Zergs love the huge open areas near the middle of the map, and Protoss can often take advantage of the smaller ramps and chokes throughout, but must be wary when crossing the open plateaus. The combination of all these factors produced a large variety of games and strategies during testing.
(SUPER-HQ) Top-Down View (SUPER-HQ) Angled View
Map Analyzer Images: + Show Spoiler + Vanity Shots: + Show Spoiler + I hope you all enjoy my latest map, and thanks for reading. Thoughts and opinions are of course most welcome.
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looks awesome...not much to criticize i guess.
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Looks great!
How long did it take you to paint the middle like that, leaving the decal spots clean with the rest painted )
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map's visuals are nice and clean, layout is even better. it looks very fluid and diferent enough from other maps. there is nothing wrong with the map's layout and it is easy to learn, too. :D
I'd like to point out, that the openness between centre and natural is really high ( I know those analyzer colors well enough, i picked them ), so I'd like to ask you how you expect terran play on this map. i mean, here is openness for zerg, liffwalks for toss and a natural that can be fortified, but i am afraid there is too much space to cover for a slow mech army.
I did not have a chance to play on the map, but probably two small holes in the wide open could help. also i have to admit I am not too fond of the mass-LoSBs.
if you want to try a variant with the two holes, i suggest you also try LOSBs on one side of the holes towards right hand side (loking towards centre), sothat only a half of the cenre is occluded.
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Damnit! I regret giving you that advice. Shoulda told ya to use default Bel´Shir textures Grrrr!! This has to be the one best looking maps I´ve ever seen!
In terms of layout, I think it´s equally brilliant. I don´t feel sorry for Terran. It´s about time for them to adapt to wide open areas.
edit: changed smilies. Yesterday felt pretty good about my chances in MotM, now... - not so much.
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Sick, sick visuals. It definitely has its own unique style but it's still very clean. Same goes for the layout, straight forward, nothing that could be particularly imbalanced. I love it
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this looks really nice. Not too restrictive in terms of playstyle, not overly big or small, and the visuals are polished. GJ
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dezi
Germany1536 Posts
I really like the area around the XWT
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wow very nice map! reminds me a bit of blistering sands but of course a better third and no stupid rocks. well done!! id love to play on this some time
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Exemplary work! This map glistens. I love the clean execution of all the elements. I'm so glad you put a showoff pic of those leafless trees on the light ground. I love that part.
Part of me wants there to be one more different area, some extra place, but I have no idea where it would go. I couldn't presume to disrupt the harmony of this layout anyway.
Having said that let me show you what I would do.. =\ + Show Spoiler + -high ground pod with LOS pocket (visible from main).
Also I have to say the doodad/texture combo at the watchtower is inspired.
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wow this map looks so good and seems like it will play out very well. Great work!
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Even though I can't play the map yet because I'm US I could already see a Terran player going up to the high ground of the third with Siege tanks and shelling @ the nat. Im pretty sure that you've tested it so it might not be a problem.
please ignore this post if it doesnt apply. -cLvPanda
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On February 04 2011 21:40 ihasaKAROT wrote:+ Show Spoiler +Looks great! How long did it take you to paint the middle like that, leaving the decal spots clean with the rest painted ) Thanks! It certainly took a while, I'm honestly glad I wasn't counting the hours... I think this was actually the third hexagon pattern I made after experimenting with the look and finding something that worked. I think it's definitely my favourite part of the map
On February 04 2011 22:06 Samro225am wrote:+ Show Spoiler +map's visuals are nice and clean, layout is even better. it looks very fluid and diferent enough from other maps. there is nothing wrong with the map's layout and it is easy to learn, too. :D I'd like to point out, that the openness between centre and natural is really high ( I know those analyzer colors well enough, i picked them ), so I'd like to ask you how you expect terran play on this map. i mean, here is openness for zerg, liffwalks for toss and a natural that can be fortified, but i am afraid there is too much space to cover for a slow mech army. I did not have a chance to play on the map, but probably two small holes in the wide open could help. also i have to admit I am not too fond of the mass-LoSBs. if you want to try a variant with the two holes, i suggest you also try LOSBs on one side of the holes towards right hand side (loking towards centre), sothat only a half of the cenre is occluded. Thanks for the comment. First in regards to how Terrans should approach this map, normal early timing pushes work relatively normally because of the standard rush distance, but the later the game goes on the more strategically they have to approach the centre of the map. A siege tank line proves to be very powerful when positioned around the watchtower, which makes the large open area between that and the opponents' natural essential to give them an opportunity to defend themselves from a slow-push.
I experimented a lot with the open areas, including adding small cliffs and holes like you suggested, but almost any extra terrain in these areas suddenly made tanks (and to some extent forcefields) more powerful than I'd like on a map this size.
The LOSB blockades also serve as a means to stagger pushes through the middle of the map. While the vision of the watchtower extends beyond them, actually attacking through them often proves a challenge.
It's definitely a bit of a different experience for terran players, but I haven't found it to be a balance issue, rather it just encourages them to be more careful when it comes to positioning and picking their fights. It's not actually all too dissimilar to the middle on Shakuras Plateau, which hasn't proven to be a problem of any kind yet.
On February 04 2011 22:35 Johanaz wrote:+ Show Spoiler +Damnit! I regret giving you that advice. Shoulda told ya to use default Bel´Shir textures Grrrr!! This has to be the one best looking maps I´ve ever seen! In terms of layout, I think it´s equally brilliant. I don´t feel sorry for Terran. It´s about time for them to adapt to wide open areas. edit: changed smilies. Yesterday felt pretty good about my chances in MotM, now... - not so much. :D
On February 05 2011 06:17 EatThePath wrote:+ Show Spoiler +Exemplary work! This map glistens. I love the clean execution of all the elements. I'm so glad you put a showoff pic of those leafless trees on the light ground. I love that part. Part of me wants there to be one more different area, some extra place, but I have no idea where it would go. I couldn't presume to disrupt the harmony of this layout anyway. Having said that let me show you what I would do.. =\ + Show Spoiler +-high ground pod with LOS pocket (visible from main). Also I have to say the doodad/texture combo at the watchtower is inspired. Thank you Yeah the "spooky forest" as I came to call it is my second favourite part of the map (the first being the middle), I'm glad you like it :D
I'm sure as with all things it could still be improved, and your suggestion looks quite interesting. It's a lot like something else I experimented with only without the LOSB's. While making the map the left and right thirds remained mostly unchanged, with most of the tweaking/testing revolving around the middle of the map, and like I said earlier, adding even the smallest obstruction in the open areas just seemed to pinch off more than I wanted - though it still remains my biggest point of contention in regards to the map's design. I would definitely consider your suggestion if it becomes apparent that the middle areas are genuinely too big.
On February 05 2011 07:22 PandaBlunt wrote:+ Show Spoiler +Even though I can't play the map yet because I'm US I could already see a Terran player going up to the high ground of the third with Siege tanks and shelling @ the nat. Im pretty sure that you've tested it so it might not be a problem.
please ignore this post if it doesnt apply. -cLvPanda I won't ignore it, cause other people may well wonder the same thing
Yes, it's possible for tanks to shell the natural from the third (colossus and some other longish ranged units can also hit a few patches of workers). However, in almost all cases players can take out the rocks which lead up to that area before it becomes a huge concern. Essentially, tanking the natural in this way is a viable means to put pressure on an opponent, but is significantly easier to defend than similar attacks on LT for example.
@Everyone else, thank you for the positive responses thus far. I'd appreciate it if those of you who can (EU), play a quick game and let me know how it goes. For those of you in the US (or elsewhere) you'll have to hold tight for now, but I'm working on it
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I really appreciate your in depth replies. What you explained about the open area was my suspicion and hearing about your testing and changes was very educational. The thing about tanks pushing from the tower is very insightful. Come to think of it, this is sort of like boomstevo's map Leviathan where I really wanted an open space to work, though it functions very differently in these two maps.
I like it the way it is and I think you're right about it being best this way. I love adding those little places though. I think it would be okay but inferior to break up the flat with some sort of tactical element.
Hope it comes to NA soon.
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map play is really fun. it is quite elegant and plays easy. i understand your argumentation. in game the open field feels less open - once you have set up a few tanks. i like you you have to put constant pressure on the opponent and scout, because of optional expansion and pathes.
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I like where the thirds are located and how the fourths and golds are contested. It makes choosing your expansions more important. The middle is beautifully textured, nice job!
The blue lights around also give this a very unique look and feel to it. I expect to see this be a finalist in MotM.
If Siege Tanks can hit the natural from the third, that could be a problem. As a Zerg player, I'd be destroying the rocks anyway to get an easy third, but that's all the insight I can give. On LT, people could just fly an Overlord to the cliff and place a Spine Crawler, but on this map it cannot cover the entire cliff, so it would be useless. Just some things to think about.
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I love the way the golds are in this map with the expo just over them.
Great map, still I think the rocks are a bit of a problem if your hard pressured with MM and then siege tanks get in there? I dunno, may be troublesome, too bad its just in EU, I`d really like to test it, even upload it to test it D=
PD: The map is just beautiful.
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dezi
Germany1536 Posts
On February 06 2011 03:24 PiLoKo wrote: I love the way the golds are in this map with the expo just over them. This isn't a new idea :p
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This sir, looks amazing.
cannot wait to try it out. good job =D
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On February 05 2011 16:00 EatThePath wrote:+ Show Spoiler +I really appreciate your in depth replies. What you explained about the open area was my suspicion and hearing about your testing and changes was very educational. The thing about tanks pushing from the tower is very insightful. Come to think of it, this is sort of like boomstevo's map Leviathan where I really wanted an open space to work, though it functions very differently in these two maps. I like it the way it is and I think you're right about it being best this way. I love adding those little places though. I think it would be okay but inferior to break up the flat with some sort of tactical element. Hope it comes to NA soon. I see where you're coming from. Making this map was a bit of a strange experience for me, as my instinct's were telling me "this space is too open, it needs something extra in it," but testing seemed to prove the opposite. I guess it's just evidence that we still don't know everything there is to know about mapmaking just yet, and things still need to be experimented with for the best results.
On February 05 2011 23:25 Samro225am wrote:+ Show Spoiler +map play is really fun. it is quite elegant and plays easy. i understand your argumentation. in game the open field feels less open - once you have set up a few tanks. i like you you have to put constant pressure on the opponent and scout, because of optional expansion and pathes. I'm glad you enjoyed it, and I'll echo the thought that the open areas definitely feel less open when you're actually playing a game as opposed to just inspecting the map. Thanks for the response
On February 06 2011 02:38 Antares777 wrote:+ Show Spoiler +I like where the thirds are located and how the fourths and golds are contested. It makes choosing your expansions more important. The middle is beautifully textured, nice job! The blue lights around also give this a very unique look and feel to it. I expect to see this be a finalist in MotM. If Siege Tanks can hit the natural from the third, that could be a problem. As a Zerg player, I'd be destroying the rocks anyway to get an easy third, but that's all the insight I can give. On LT, people could just fly an Overlord to the cliff and place a Spine Crawler, but on this map it cannot cover the entire cliff, so it would be useless. Just some things to think about. I knew that allowing tanks to hit the natural from the third would potentially be a debatable decision, and I know it can be a scary concept. The thing is, if a Terran beelines for this strategy, they have to tech up quite quickly, meaning you aren't going to be pressured much from the front as well as the high ground, so you can devote the units you've made to killing the rocks (or significantly damaging them) before the tanks even get in position. Whether the terran just moves his units there the long way, or waits for a dropship - they arrive at the edge of the third at about the same time, at which point a zerg should be capable of defending themselves from the attack by some means (roaches, speedling counter from behind, etc).
I tested the power of abusing this cliff enough to say I'm confident it's not a huge concern, but something zerg players especially have to be mindful of.
That aside, I'm glad you like the layout and appearance of the map, and I hope you're right about MotM
On February 06 2011 03:59 dezi wrote:Show nested quote +On February 06 2011 03:24 PiLoKo wrote: I love the way the golds are in this map with the expo just over them. This isn't a new idea :p Shh!
On February 06 2011 06:03 Exstasy wrote:+ Show Spoiler +This sir, looks amazing.
cannot wait to try it out. good job =D I'm glad you like it, and if you do play some games on it I'd love to see the replays, feel free to send them to funcmode(at)gmail.com
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Quick update regarding US status, I'm still looking for a reliable individual to publish the map on that region;
On February 05 2011 20:54 funcmode wrote:+ Show Spoiler +I'm looking for someone who's interested in publishing my latest map Neonights to the US region (and other regions if people are interested in doing so). I'm looking for ideally a very active member of the community, as I've collaborated with a few individuals in the past and (no offence to any who read this ) they either seem to randomly go AWOL on me or don't respond to PM's/emails as fast as I'd like. So basically I'm looking for someone with no life, knowing your way around the map editor is a bonus but not essential - if you think you fit this description, I'd love to hear from you! Please PM me if you are interested in helping out. Thank you!
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