Old pictures - in no particular order or naming: I'm just saying for those who need to be careful about a lot of images, there are loads in the spoiler below. + Show Spoiler +
You need something blocking one of the routes into the natural. Starting it off with two openings makes it hard for protoss/terran to fast expo against zerg.
The 3rd and 4th are way too close. That's the biggest problem.
As you say, this is basically just Daybreak. Except you have a lot of proportion issues (open space, closeness -- chokes are somewhat okay). Your map differs from Daybreak how? In that it is worse. What does it do differently? It puts the rocks on the side paths, the towers are on the sides, and there's no center base. Why do you want it this way? Unless you redesign some major elements of the map, you'll have to directly compare it to Daybreak (which is a fine map to compare to generally) and come up with real reasons for why you want something else. Then you have to think about what effect this has in all the matchups at all points in the game, and compensate for anything you didn't foresee at first. I'm not saying these are insignificant changes; nor am I saying the above is why it's worse. It's worse for a lot of reasons, mostly use of space (bad proportions). What I'm talking about is thinking intentionally about what kind of map you are trying to make and a really helpful way to get this thought process started is compare it to other maps you know intimately (like ladder/tournament maps).
Also... just pick a name. You can change it later, the mods are pretty quick about especially with a PM. We are in double digits "no name WIP" threads.
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Not a bad effort but it lacks raison d'etre and refinement.
If you stick your army in that open field and turtle up (walling off the far ramp to the 4th), you defend all 4 bases from one position. That's really dangerous.
Hey! Thanks for all the replies! I was actually not sure if it was worth it posting on here first. Mega feedback :D
On August 19 2012 05:06 EatThePath wrote: The 3rd and 4th are way too close. That's the biggest problem.
As you say, this is basically just Daybreak. Except you have a lot of proportion issues (open space, closeness -- chokes are somewhat okay). Your map differs from Daybreak how? In that it is worse. What does it do differently? It puts the rocks on the side paths, the towers are on the sides, and there's no center base. Why do you want it this way? Unless you redesign some major elements of the map, you'll have to directly compare it to Daybreak (which is a fine map to compare to generally) and come up with real reasons for why you want something else. Then you have to think about what effect this has in all the matchups at all points in the game, and compensate for anything you didn't foresee at first. I'm not saying these are insignificant changes; nor am I saying the above is why it's worse. It's worse for a lot of reasons, mostly use of space (bad proportions). What I'm talking about is thinking intentionally about what kind of map you are trying to make and a really helpful way to get this thought process started is compare it to other maps you know intimately (like ladder/tournament maps).
Also... just pick a name. You can change it later, the mods are pretty quick about especially with a PM. We are in double digits "no name WIP" threads.
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Not a bad effort but it lacks raison d'etre and refinement.
Pfft I had to google "raison d'etre"! You're right though its basically a crummy version of daybreak atm. I just wanted to make a map with some of the similar features to daybreak - as its an awesome map. I'll deffo have to start thinking of how I can make some of the changes, but also why they are needed. Thanks! :D
So from what I can gather to apparent main issues are:
- too much openess ~ maybe add some form of high ground or move the 4th a bit more to the center.
- two entrances to the natural being bad ~ I assume rocks wont be such a terrible fix
- 3rd and 4th are too close together ~ will look at re-arranging both (probly move 5th about as well, though not sure)
- the mid choke needs changing ~ probably make it bigger I guess lol
- no reason for existence Q_Q ~ maybe learn french to think of an appropriate comeback
On August 19 2012 09:19 BreakfastBurrito wrote: You should call it... Nightfall.
I've tried to add some of the changes and it's starting to look better, I think anyway. Not sure if moving the 4th to where it currently is, is a good or bad thing. Also wondering if I should bring the 3rd a bit closer as well.
Anyway thanks for the help guys! IMO its really improved thanks to your replies, if possible any more would be highly appreciated! On a less map related note, who do you PM for a topic change? And is it possible to label spoilers? So that it doesn't just say "+ Spoiler +" but something like "+ Old Pictures+" or something.
On August 21 2012 07:08 Scurvy wrote: Looks much better with the high ground in the middle areas. Thats just my untrained, complete map-making noob thoughts
I must be an untrained, complete map-making noob too, because I agree
Fix the mineral lines at the 5ths, right now they are asymmetrical.
Also, I'm curious as to why you put rocks on the ramps at the 5ths. Personally I'd probably remove them since they don't seem necessary, but maybe you had a good reason for doing it.
For me it seems like the 4th is still kind of in a strange spot (idk if it's just from this angle but it seems too far out in the middle of the map and yet too much of a choke from the third or the front of your other bases and seems like your opponent would have you in a choke no matter which angle you attack from to protect the 4th). Other than that it looks good. Maybe put a ramp up to the high ground behind the 4th? I like the upper and lower attack paths (nice and open good placement for tanks and things of that nature) also as long as the other high grounds in the middle areas is big enough to put a tank on I dig it.
On August 21 2012 07:56 -NegativeZero- wrote: Fix the mineral lines at the 5ths, right now they are asymmetrical.
Also, I'm curious as to why you put rocks on the ramps at the 5ths. Personally I'd probably remove them since they don't seem necessary, but maybe you had a good reason for doing it.
The rocks were one of the first things I added when I first started messing around, they dont really belong anymore your'e right. And thanks for the mineral misplacement notice! =p
I've added newer pics. Made some tiny changes here and there. Mostly just smoothing out the edges of cliffs to make it look a bit more natural. Still not so sure what to do with the 4th but I think it will have to stay there for now. I also started messing with the textures and trying some doodads ~ man it's hard to decorate this texture set =o
I think I shall claim Nightfall! I just don't know who to PM to change the topic title.
On August 21 2012 07:56 -NegativeZero- wrote: Fix the mineral lines at the 5ths, right now they are asymmetrical.
Also, I'm curious as to why you put rocks on the ramps at the 5ths. Personally I'd probably remove them since they don't seem necessary, but maybe you had a good reason for doing it.
The rocks were one of the first things I added when I first started messing around, they dont really belong anymore your'e right. And thanks for the mineral misplacement notice! =p
I've added newer pics. Made some tiny changes here and there. Mostly just smoothing out the edges of cliffs to make it look a bit more natural. Still not so sure what to do with the 4th but I think it will have to stay there for now. I also started messing with the textures and trying some doodads ~ man it's hard to decorate this texture set =o
I think I shall claim Nightfall! I just don't know who to PM to change the topic title.
I think Aunvilgod makes some good suggestions but I might keep some of that high ground around the 4th and simply put a ramp on one of the two ends for strategic drop/air harass and defense. If you just push the base back over to the edge of the map you get something that is less unique incomparison daybreak. A ramp toward the third is better for surprise drop/nydus play earlier in the game and is more conducive to harass type units; a ramp toward the fifth is better for siege and cliff abuse and it would help to pull the army further out of position for a backstab at the natural.
EDIT: I forgot to add that you can ask Barrin to rename your map as I think he is still the mod for this forum (send him a PM). I think Plexa has done this before, too, since he has been known to frequent this forum.