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[M] (4) Pyramus Outpost

Forum Index > SC2 Maps & Custom Games
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Mashmed
Profile Joined September 2010
Sweden198 Posts
Last Edited: 2011-09-05 09:57:45
September 04 2011 20:13 GMT
#1
Hello fella's, I recently started dabbling with the mapeditor and I thought why not make a map for the MoTM9.

Description:
+ Show Spoiler +
Close position is turned off.
Playable: 205x201
Expands: 12(14 with active mains)
Xel'naga Towers: 4
Uploaded on EU

Overview:
Old:
+ Show Spoiler +


There is supposed to me some fog but for some reason it wouldn't render it when I exported the image
[image loading]
.


Vanity pics:
+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]


1.1:
Fixed the ramps so that they work with normal wallins, Tried fixing the third but I didn't want to fuck up the look of the map so just made it harder for tanks and other units to harass it, Tried fixing middle to make it less choky not sure if I succeeded and fixed the squary-ness of the mains/naturals.

Also fixed the colors, seems like they changed some how and I didn't notice it.
+ Show Spoiler +
[image loading]

Does anyone know how to actually make it so that fog shows on the export? Because the map is too big to take a print screen of. Everything else you can think of is also very welcomed considering this is my first real map and I've probably got alot to learn.
Gosh Digglydarnit
QtreadzSD
Profile Joined March 2011
8 Posts
September 04 2011 20:25 GMT
#2
I think this is a pretty good start, but I see a lot of really big positional issues:

1. Close positions are going to be absurd due to rushes. Either don't allow close position spawns, or maybe change the map up accordingly.

2. Why are half the center expansions lower ground and half the upper-ground? For terrans, they could easily take advantage of higher ground expansions with siege tanks while gaining an additional benefit of being able to siege lower ground expansions.

3. If there are no close spawns, then the fouth base is way too secure. This map rings a little bit of Shakuras Plateau in that regard, so I guess it's not necessarily a bad thing. I just personally think that the more expansions you want to get, the harder they should be to secure. For instance, zerg could easily double expand third and fourth against protoss, and there wouldn't be much of a chance to pressure without expanding yourself.

I really like the xel naga positions and the valleys near them, but I think this makes the rest of the map seem really cramped. protoss with their "balls of death" will have a hard time moving around, and ling bling (or zerg in general) will be decimated if they have to run through one of those choke points.

Even with all of my criticisms, I think you made a better map than what Blizzard could do, so kudos to you!
Icetoad
Profile Joined May 2010
Canada262 Posts
September 04 2011 20:35 GMT
#3
For your first map it's pretty good, also welcome to the land of map making and I hope you will enjoy map making.
Anyways comment on the map:
1. For main ramps never use 90 degree ramps cause it doesn't allow normal wall-in.
2. Your map is way to squarish
3. Make it no close position cause the rush distance is really close if you spawn close position
4. Right now taking a third seems impossible(will make a drawing of my ideas)
5.Middle is to choky
6.Map is to huge, for a 1v1 4 player map it's around 144x144 and a bit bigger, always depend of map style.
And there is some minor stuff you should change.
[image loading]
Map Maker of Nimbus
Gl!tch
Profile Joined December 2010
United States573 Posts
September 04 2011 20:37 GMT
#4
I recently started making maps myself, and have so far been unsuccesful in making a good one

I would love to help though!

The fog thing: Instead of exporting the map, go to view>view entire map. Then zoom untill it fits the screen and take a screenshoot (the key should be in the upper right regions of your keyboard and say's 'prnt scrn' )

The analyzer: Go to http://www.sc2mapster.com/assets/sc2-map-analyzer/ and download it. Once it is downloaded, heres what you do to get the images:

1. Open up the program, you should get a little box with a list of files that are such: Config colors constants footprints FreeSansBold libpng-3.dll etc. etc.

2. Ignore everything else, and open the one that say's "output"

3. You will get another window with some text, the analyzer uses these box's of text as its instructions. To get a picture with Openess, remove the '#' next to "renderOpeness" in the list. To get a picture with shortest distances, do the same for "renderShortest"

Save and exit that window.

4. Now open the one that say's "to-analyze"

5. Another window will open, this ones a bit more complicated. Find the part that say's " # if a directory is listed, all maps in it are analyzed"
Erase the part that say's "blah blah blah" below that, then minimize that part.

Go to the original window and hit the dragdown at the top so it shows the location, copy it.
It should read something like this:

C:\Users\YourName\Desktop\sc2mapanalyzer-release-1.4.3

Go back to the window with the "directory listed" that you minimized... and paste that location under it.


What you just did was make it so that any map file that you copy and paste into the map analyzer folder will be analyzed.

Next, go do documents and copy the map. Paste it in the map analyzer folder, and double click the part of the file with the green square that say's "sc2mapanalyzer" You will get a black window, wait for it to stop adding text, most of the time there will be 2 errors or something, doesnt matter.

Once text stops going in that black window, close it. In the mapanalyzer file there should be some new pictures to look at :D.




If that didnt make sence (it didnt to me at first) ask for more specific detail.
“I mean, they say you die twice. One time when you stop breathing and a second time, a bit later on, when somebody says your name for the last time.” ― Banksy
Mashmed
Profile Joined September 2010
Sweden198 Posts
September 04 2011 21:02 GMT
#5
QtreadzSD:
+ Show Spoiler +
On September 05 2011 05:25 QtreadzSD wrote:
I think this is a pretty good start, but I see a lot of really big positional issues:

1. Close positions are going to be absurd due to rushes. Either don't allow close position spawns, or maybe change the map up accordingly.

2. Why are half the center expansions lower ground and half the upper-ground? For terrans, they could easily take advantage of higher ground expansions with siege tanks while gaining an additional benefit of being able to siege lower ground expansions.

3. If there are no close spawns, then the fouth base is way too secure. This map rings a little bit of Shakuras Plateau in that regard, so I guess it's not necessarily a bad thing. I just personally think that the more expansions you want to get, the harder they should be to secure. For instance, zerg could easily double expand third and fourth against protoss, and there wouldn't be much of a chance to pressure without expanding yourself.

I really like the xel naga positions and the valleys near them, but I think this makes the rest of the map seem really cramped. protoss with their "balls of death" will have a hard time moving around, and ling bling (or zerg in general) will be decimated if they have to run through one of those choke points.

Even with all of my criticisms, I think you made a better map than what Blizzard could do, so kudos to you!


1. It is only close position yes.

2. The plan was to make it so that the expansion was risky to get, but I guess that's not what you're supposed to do?

3. There are still ways to pressure as protoss, using blink stalkers for example you could easily snipe the 4th. The middle was not thought of as a logical path for anyone scared of what they might face. But more of a counter attack path when the deahball skirts by on one of the outside paths.

Icetoad:
+ Show Spoiler +
On September 05 2011 05:35 Icetoad wrote:
For your first map it's pretty good, also welcome to the land of map making and I hope you will enjoy map making.
Anyways comment on the map:
1. For main ramps never use 90 degree ramps cause it doesn't allow normal wall-in.
2. Your map is way to squarish
3. Make it no close position cause the rush distance is really close if you spawn close position
4. Right now taking a third seems impossible(will make a drawing of my ideas)
5.Middle is to choky
6.Map is to huge, for a 1v1 4 player map it's around 144x144 and a bit bigger, always depend of map style.
And there is some minor stuff you should change.
[image loading]


1. Did not know that ty
2. Not sure why that would be a negative thing unless you mean the ledges using Manmade Walls. Then that was the intention To make it look more, man made. But I guess it doesn't have to be that square.
3. No close pos
4. I'd say the natural of the other main would be rather easy to take, if you hold one or both of the towers you could easily see incoming attacks.
5. As stated earlier the middle is not planned for the main access route to the opponents base, might still be too choky though not sure.
6. Wow, that is small The first 1v1 maps I made were larger than that and I felt those were too small xD

Might work on some edits tomorrow and see what I come up with


Gosh Digglydarnit
Mashmed
Profile Joined September 2010
Sweden198 Posts
Last Edited: 2011-09-05 09:58:33
September 05 2011 07:06 GMT
#6
1.1:
Fixed the ramps so that they work with normal wallins, Tried fixing the third but I didn't want to fuck up the look of the map so just made it harder for tanks and other units to harass it, Tried fixing middle to make it less choky not sure if I succeeded and fixed the squary-ness of the mains/naturals.
+ Show Spoiler +
[image loading]


Added
Vanity pics:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]


Does anyone know how to actually make it so that fog shows on the export? Because the map is too big to take a print screen of.
Gosh Digglydarnit
SukKkeltjE
Profile Joined August 2011
Sweden8 Posts
September 05 2011 18:47 GMT
#7
Think it looks pretty good. What it needs are neutral depots to prevent wall-ins like in the GSL Maps.
Archile
Profile Joined June 2011
United States403 Posts
September 05 2011 19:10 GMT
#8
hmmm. i think that if you added rocks at the chokes between close spawns, it would fix that issue, and it might lead to some cool late game flanking possibility. it would also make your third slightly more difficult to take (due to the rocks) but it would be safer, as it looks fairly hard to defend from 2 angles the way im looking at it. this is just my opinion, and if you dont want the map to act that way its fine, just wanted to show what i thought could be improved, also neutral supply depots would be nice at the bottom of ramps as other people have said, it would make cheese slightly less viable

~Archile
Just a bad player trying to be a little less bad
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
September 05 2011 21:19 GMT
#9
A lot of the changes look good man. I do like the bases being more square (minus the ramps which have to be angled), I think it made the map more memorable and unique. I'd have to play it to know more, though XD.
Mashmed
Profile Joined September 2010
Sweden198 Posts
Last Edited: 2011-09-19 10:55:33
September 19 2011 10:47 GMT
#10
Got some nice comments in the MotM#9 thread even thought I failed to submit an entry properly So I thought I could fix this up for some future contest. Starting with making it smaller. However it seems more or less impossible to make it smaller now after I've done so much on it. Anyone have any tips or tricks? I managed to shorten it quite alot but I can't get it to allign properly.

+ Show Spoiler +
[image loading]
Gosh Digglydarnit
a176
Profile Blog Joined August 2009
Canada6688 Posts
September 19 2011 11:51 GMT
#11
what i would do first is resizing the playable area the map. 200x200 is hella huge for a map and why your current one doesn't seem just right.

you will need to use map analyzer to help you fix the map (see glitch's post). map analyzer will get the rush distances from base to base you so can reposition the mains appropriately. just check out other map threads in this forum to get an idea of rush distances as many of them have map analyzer pictures in the posts. also, someone has shakuras map analyzer here: http://wahoa.imgur.com/sc2_map_analyzer__shakuras_plateau#s6REh

repositioning the mains will have the effect of automatically shrinking and fixing the map for you, allowing you to get proper pathing.

ps i hope you are not overwriting your maps with newer versions! should always keep older versions incase you really mess up and want to go back to a previous version.
starleague forever
Mashmed
Profile Joined September 2010
Sweden198 Posts
September 22 2011 19:22 GMT
#12
I tried resizing the original map but it just would not work... So I made a new map with sort of the same layout. There are still some things I am not sure about, like the gold. Also figured it would be alot easier to remake it since I want to join the next challenge and cba change the textures of the original Feedback appreciated.
Analyzer:
+ Show Spoiler +
[image loading]

[image loading]


Overview:
+ Show Spoiler +
[image loading]

Gosh Digglydarnit
Mashmed
Profile Joined September 2010
Sweden198 Posts
Last Edited: 2011-09-30 15:21:57
September 30 2011 15:21 GMT
#13
Textured it and added som doodads. In hopes of it not sucking ass layoutwise.


Analyzer:
+ Show Spoiler +
[image loading]

[image loading]


Overview:
+ Show Spoiler +
[image loading]

Gosh Digglydarnit
Fealthas
Profile Joined May 2011
607 Posts
October 07 2011 01:03 GMT
#14
Very cool map.
Tho close pos spawns would be LOL.
Maybe make it like shakuras and it would be nice
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