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This is my first custom map and looking to start getting into map making. I welcome all constructive criticism and changes because the odds are you know better than me. Aesthetics are now done I and need a lot of advice to help improve them. The map is published on NA.
The Pits of Char 1.3
![[image loading]](http://i.imgur.com/d4cb6.jpg)
Analyzer + Show Spoiler +
This Pits of Char 1.2 + Show Spoiler +
The Pits of Char 1.1 + Show Spoiler + Ver 1.0 + Show Spoiler +
- Full size 128x160 Playable size 127x159
- 2 player map
- 12 bases with 8 mineral patches and 2 gasses 2 bases with 6 gold patches and 2 gases
- Mains at around 1 and 7 o'clock
- Xel naga watch tower in the middle of the map
- Destructible rocks at gold
The map is centered around the middle which is has a xel naga watch tower that covers the main attack path and protects the gold base very well. The middle is also very wide open though making surrounds easier on an army sitting in the middle. There are also other attack routes that can be used for counter attacks. The expansion layout gives you the choice to expand clockwise or counter-clockwise both being viable.
Thanks for reading if you have any questions or suggestions please tell me.
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your Country52797 Posts
I'd love to see this map. In order to make the image bigger, go to data-->export-->bounds, and make it something like 800x800. Right now it's 127x159.
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Okay Thanks for the help EDIT: New image up.
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If you're having troubles using map analyzer try asking about it in this thread or if you want we could answer questions here. Analyzer is soooo helpful let's try to get it running for you.
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Thanks for the link. I'll try and get it working. EDIT: I was able to get the map analyzer to work. Images posted.
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I think there are two strong ideas in this map: expansion colockwise or counterclockwise and the double-expansion option when going counterclockwise.
I'll try to give feedback on your layout base by base or situation by situation and will not comment on visuals.
Main: seems like the mineral line is not-siegeable, that is good. Main ramps should not be straight, but 45°. Size should be one, not double-wide, etc. The main should be bigger.
Nat: looks good. a bit big maybe. look how a forge fast expand might work or if you can block the ramp with 3 rax.
Third: on highground with two ramps: good. the one pointing away from the base could be further to the outside to acually use the space there. the ramp closer to nat should be 45°. straight ramps are difficult to see The DRs are an idea here one could think about. not a must, but something to try.
The blocked path: it is very narrow and long in relation to its width. DR is not needed in my opinion.
Base behind rocks: There is a lot of airspace. it is very close to the next base on highground. make some extra space behind mineral line.
Highground base: it is close to the other base in the corner. it seems like yopu want the player to take both bases one after the other fast. interesting (I once tried that, too - in an unfinished map). give more space behind mineral line. you could widen the ramps, so that one gets up there before terran tanks have shot down everything. remember: ramps should be 45°
the open base: should be gold. you could make it saver somehow
sugestion on bases: you could easily move the two close bases a bit into the corners and then fit in an extra base between highround and third base. this would then allow easy expansions in both directions!
suggestion on terrain: change the cliffs to make them less straight and make mineral line fit into the situation.make them look more natural as you did at the main.
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Thanks for the advice it all sounds good. The only reason I didn't put a gold in the open base is that I felt a planetary there could be too powerful for Terran like on Xel Naga Caverns. Also I do have destructible rocks at the third. Also would I be able to keep the non 45 degree ramps if I made them more visible or are there other balance issues.
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On July 18 2011 05:37 AaronJ wrote: Thanks for the advice it all sounds good. The only reason I didn't put a gold in the open base is that I felt a planetary there could be too powerful for Terran like on Xel Naga Caverns. Also I do have destructible rocks at the third. Also would I be able to keep the non 45 degree ramps if I made them more visible or are there other balance issues.
GOLD: I think a planetary there is ok. to me it seems much more in the centre of the map and the action than in XNC. A regular there would not be worth it I think, cause you need map control and a firm grip on the middle.
DRs: the DRs at third are a god idea I wanted to say. one can do it, but you do not have to, I think. probably make the ramps a bizt wider (3 or 4 ramps wide)
RAMPS: it is problematic to block straigt ramps.
looking forward to your adjustments!
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Okay one problem though I'm having trouble getting the 45 degree ramps is there an easy way to just turn the ones I have? And question, is there a way I can test the map without publishing it?
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Delete ramp - make cliff 45degree - paint in new ramp
Publish > private OR click play in the editor, button in top right position.
You made a nice layout for someone knowing few about the editor.
btw: you have to set startingpoints and playersetup, too. There should be some tutorials somewhere...
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Niice layout. May be too easy to take a third, I don't know. If that is the case, widening the ramp behind the third would be good.
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I rather like the concept of the map. Its is definitely worth exploring and the development process will give you far more valuable experience than just going on to a new map.Having said that there are a large number of things that needed to be adjusted ( i will shortly post a bmp for you).
I agree with alot of samro's bmp too. The base infront of the nat can definetly be a gold tho with possibly rocks. Don't worry about players having difficulty taking a planetary fortress out as many now won't bother and will go straight for workers (far more effective) - thus you need to start thinking of openness and ability to be harrassed.
Starting at the nat the only issue is the ramp and that it is too much in the middle of that edge. It needs to be close to the main just so that it can be approached from both angles equally.
Next the options for the thirds (ie the non-center bases). Both of these thirds need to be brought a little closer, and the one doesn't been rocks.( if your "but but qq xelnaga caverns has rocks blocking to the third" its not so much as to prevent players from expand there but rather to provide protection for a natural that is already really open and hard to defend. On a design like this where a nat has a ramp too, no rocks are needed for a third.) Both third opens need to be brought tight in some way: the one needs to be tight to the main and the other tight to the nat area however with with height A or D cliffs or a mix. The third closest to the main should have ramps that are horizontal and vertical once brought closer.
I have the same idea as samro with adding a base on the center corners and should be somewhat enclosed by the two highground areas on either side.
The last thing im debating about is also pulling the highground fourth tight up to what would be the golds. I don't think they would need mins as it might conflict with the base already there and we already added the other base on the sides. We do want to keep the highground as an important feature so well put a xwt on top and the inner most corners and position the ramps in a way the provides a clean and clear secondary path from main to main without going through the center. Again a center xwt is not needed because as the main path it will almost always be watched already even without specific spoting; with towers on the highground both players can grab there own, watch sneeky drop pathways, keep an eye on golds, or watch your opponents side.
The general idea here is to provide an expansion path that can be decided upon going clockwise or counter-clockwise. Visually just in layout the other issue is straight sides like in the center holes or even at the main's ramp side. Straight sides are visually unappealling and are trademark done by newer mappers (no worries ). Even with the intention of wanting a straight edge it needs to be roughed up. Straight lines rarely show up in nature and thus stand out especially on an environmental style map. I hope this helps and I will be sure to add on a bmp image asap.
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Great thanks fort the help I already added gold where suggested and moved back the base behind rocks. But all of you ideas sound great. Also the reason there were the straight lines and stuff was that I wanted to make sure I had a balanced map before I spent time making it look pretty. But thanks for the suggestions.
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I'm thinking of doing a 1 gas (maybe rich) 6 mineral for the third like in old Tal-Darim instead of destructible rocks to discourage 3 base turtling. Is that a good idea. (ver. 1.1 is close to being done.) EDIT: I just have to make a choice about the third and then ver. 1.1 is done.
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3 base turtling is better than 2 base turtling. Id say not a good idea but hard to tell if you've got a newer layout coming out with a bunch changed. Keep in mind that will straight lines may just be for general layout it can actually effect game balance - example being crossfire where a ledge moved out one single square vastly puts the map in terrans favor.
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Here's a very rough illustration as i was talking about
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I think I'm going to keep DR for now but I might change later. 1.1 is done.
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Please tell me how to make a perfectly symmetrical map like yours? Is there a setting on the map editor where you can mirror over an axis? Please PM me.
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