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- 3 players map - not symetric in any way - Islands - rock blocking gas
That covers pretty much all the challenges, right ?
Ofc it needs testing to check if it's balanced, rush distances are about the same for every possible spawn (120-130 nat to nat and 165-170 main to main). I tried to balance the obvious advantages for each spawn by other advantages for the opposite side, for example south gold looks easier to defend for south player., so it has rocks, not the north gold.
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this might be worth an entry, but we won't design the challenge specifically for your map
challenge will be proclaimed until wednesday 12pm cet
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On August 15 2011 23:10 fenX wrote:+ Show Spoiler +- 3 players map - not symetric in any way - Islands - rock blocking gas That covers pretty much all the challenges, right ? Ofc it needs testing to check if it's balanced, rush distances are about the same for every possible spawn (120-130 nat to nat and 165-170 main to main). I tried to balance the obvious advantages for each spawn by other advantages for the opposite side, for example south gold looks easier to defend for south player., so it has rocks, not the north gold. Man that looks awesome ^^ really interested how it plays out
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fenx you should put one of those mains on lowground imo, but it looks fantastic.
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I would love to see a map that makes effective use of terrain that blocks air movement. It could either completely block an area off, creating a no fly zone (eg, but not limited to, at the edges/corners of maps), or just cause enough of an obstacle to constrict air movement.
An example of air blocking terrain is the rock column in this map: http://www.teamliquid.net/forum/viewmessage.php?topic_id=235805
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maps with hostile creatures to both players!
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Doesn't that require triggers if you want them to leash? Otherwise they'd just follow the units until something bites the dust
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hmm i assumed you'd just place a unit on the map, assign it to a team and set the team to hostile in player settings? i haven't actually tried it before
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On August 16 2011 03:16 lefix wrote: hmm i assumed you'd just place a unit on the map, assign it to a team and set the team to hostile in player settings? i haven't actually tried it before
I'm pretty sure that there is a default "hostile" player. (Player 15 I think).
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On August 16 2011 03:16 lefix wrote: hmm i assumed you'd just place a unit on the map, assign it to a team and set the team to hostile in player settings? i haven't actually tried it before I remember somebody trying to make a map where there would be a shortcut with a hostile Ultralisk guarding the pit. I'm not 100% positive, but I think that person said that you would need a trigger to leash the Ultralisk so one can not kite it to the opponents base to wreck havoc on purpose in early game.
I could be mistaken though, it's an awesome idea if it can work without triggers.
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On August 16 2011 03:11 Fearlezz wrote: Doesn't that require triggers if you want them to leash? Otherwise they'd just follow the units until something bites the dust
Morrow did this back in beta in one of his maps http://www.teamliquid.net/forum/viewmessage.php?topic_id=133238. Apparently he set the Ultralisk to hostile and it worked, so the Ultralisk wasn't following a unit forever but instead he goes back.
Btw the no fly zone thing is really interesting imo
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Yes, that is the map. And yes, I stand corrected ^^
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might be a nice way to fix close spawn rush distances :D
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This looks fun to play on. I hope it's balanced. We need more like this, because you can only do so much with symmetry.
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your Country52796 Posts
Dang! I'm halfway through a 3 player map that is also far from symmetric. Look out for it!
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Love this thread - I wanted to make a similar thread, but you beat me to it
I have a nice challenge too:
Make a map with partial or total intentional positional imbalance. You have to secure that both spawns (or all 3-4) have advantages and disadvantages.
One possibility is to have one main have a secondary entrance (NOT blistering sands style) and the other being a sunken main. Let one have an easy second base - the other closer 3rd and 4th. Let one have big vulnerability to air - the other a wider ramp. Or make up your own wierd imbalances.
Lets see how mapmakers would tacle that.
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1] Instead of bases being in the corners of a map...have a map where one spawn is in the center and the other in a corner. The shortest path being blocked by rocks. This would let the center player expand away from his opponent while the corner player gets the advantage of a relatively easy pincher attack paths.
2] block paths with low mineral patches instead of rocks. Forces a player to either risk workers by long range mining to clear a path or to stretch out his army to protect those workers.
3] the lava coming up and blocking paths/killing units has already been done outside of campaign, hasn't it?
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On August 18 2011 10:57 mikiao wrote: 2] block paths with low mineral patches instead of rocks. Forces a player to either risk workers by long range mining to clear a path or to stretch out his army to protect those workers. MULEs make this very imbalanced.
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