Map Name: YGL Niflheim Peaks Download: Search "YGL Niflheim Peaks" (EU only atm)
Map size: 157x127 Game types: 1v1 Number of player spawns: 2 Number of bases: 10 Main locations:
2
8
Line of sight blockers hide a back entrance to the natural. Destructable rocks block a back entrance into the possible third. Two watch towers placed near the center of the map.
This is my first time using "custom" textures and messing with the tilesets. So please say if something seems off, I did something wrong or forgot something! Any and all feedback is welcome!
Isn't the supply depot usually on the other side of the ramp, so walling to the ramp can be easier? I think that would make it a little more reasonable to defend an open nat like that. I might consider making the back entrance smaller, as well.
nat2nat distance looks awefully long and prooves how big the map is. possibly too big really. looking at nat and main you can see that hey are the same size! i think with some reworking of space and scale, this layout hasa lot of potential to play quite solid!
As everyone mentioned, any early expand strategies are discouraged, due to how extremely open the natural yes, i would even argue that the natural is even more open than the one on Xel`Naga cavern.
@Proko: Do you reckon making the rocks smaller would help? If I reshuffle the natural and 4th the rocks could potentially go away or move to the other side of the raised platform. I think removing them would probly cause more problems than solve them... what you think?
@Gfire: I have no idea which side the depot is meant to go! Someone said add them into maps and so I did! lol. I didn't think it mattered which side they go so I'll have to look into it thanks!
@Samro225am/prodiG: Do you think the main is only small compared to other bases, or is to small in general? I mean its easy enough to make the main larger, but from what I assume you think the map itself is a little big?
@Gl!tch: I suppose thats possible! I'll have a go at different placements once I do some changes and see how it goes.
Thanks for all the feedback! It seems I got caught up a bit to much in the look of things and ignored some of the basics/layout ^_^
I've always considered aesthetics to be the fun part of map making, so i always get caught up in thinking "what would look good" before thinking about layout.
As a suggestion, create your map as all one texture with no doodad's first, and run it through the analyzer so you can make any layout changes before getting into the aesthetics (nothings more annoying then making some nice scenery at the edge, then being told you should widen some choke point and you should delete that scenery to do so).
I've made some changes to the map and uploaded some screenshots of them. Changes:
- Nat2nat distance is a little smaller, its now 140 and was 153. - The natural has been made smaller. - I removed the big rocks by the natural. - Added a little pathway by the natural - not sure if this is needed :c - The 4th/5th is a little smaller / better positioned. - Repositioned the watch towers.
@Gl!tch: It seems to be a bad habbit I picked up :c but you're right lol
I swear I once read a topic where someone posted a channel name or something you could join to get people to test your map. Would really help me out being able to have people play on it before publishing, something I can't really do atm (I only 2-3 people who play this lol). If anyone could point out that topic or channel name it would be much appreciated!
As with some of your other maps I think the map needs to have a little more going on doodad wise, maybe add some more rocks and trees around?
I'm also not sure about the spires around the edge and the way they just suddenly stop, it might look better if they thin out away from the main map into the big snowy hills
Personally I don't like the second entrance to the natural but thats just because of the way I play
On October 06 2011 03:22 TwistedFate wrote: As with some of your other maps I think the map needs to have a little more going on doodad wise, maybe add some more rocks and trees around?
I'm also not sure about the spires around the edge and the way they just suddenly stop, it might look better if they thin out away from the main map into the big snowy hills
Personally I don't like the second entrance to the natural but thats just because of the way I play
I really like the snowy look btw
Thanks, glad you like the look! I'm sort of struggling with doodads on this snow tile set, even more than I usually struggle with them lol. Added a couple more (close to towers) and did some touches up on the spires, not sure if that's enough. Thing is with them "suddenly stopping" is the map bounds stop when they stop. The snowy mountain look fading into the distance seemed nicer than just more spires to me.
I've updated my post and added some of the changes suggested here. The natural is a bit smaller, and so is the back door into it. Repositioned the watch towers and tried making the map a wee bit smaller. It is also now available on NA!
You need to be careful with that high ground terrain near the nat. You made it unpathable, but due to its large size, players will think its droppable and will probably try to abuse it only to get a 'wtf why isnt this working' moment.
For nat design, use protoss FE as a template: have either a wall capable from the ramp to the nexus, or have the entrance wallable. With 'open' nats or nats with two entrances, you will have to rely on ramp-to-nexus layout.
a176: Thanks! I'll upload some examples of FFE using the nexus later and will look into making that highground issue. I hadnt really thought of it like that.
On October 08 2011 06:53 PraetorialGamer wrote: Just played the map online, it's fairly well balanced, although the huge air space can be (just a little, not much) abused.
The air space is a mistake on my part lol. I made the map smaller but never changed the camera bounds :< Have fixed this now, thanks!
Overall, there are no glaring problems with the map. It plays out a LOT like xel'naga caverns in terms of defending the natural, 2 base play, etc. Only two major issues stand out, and they seem related:
1) there are only two attack paths through the center 2) there is no way to go from one side of the map to the other without passing under a watchtower.
Most maps either have multiple attack paths, so that controlling a watchtower doesn't necessarily mean you can stop troop movement (Crossfire) or area and paths that circumvent the watchtowers entirely if someone's willing to make a longer trip (Xel'Naga Caverns, Backwater Gluch). I'd recommend doing something to address this-- ling runbys, ground-based harass and the like are all seen by the the watchtowers. The biggest mitigating factor is the distance between the towers, making it harder for a single player to control both-- but it's worth looking into. I don't think it imbalances things, buit could be a problem.
Adding slightly more room, maybe with a movement blocker (like on xel'naga caverns) might work.
Hey! So this is a rather old thread and bump, but I'm in the process of reworking my old maps for a new team a friend of mine is starting.
Have done several graphic tweaks and a couple of minor game play tweaks. The major one likely being the addition of some rocks to block the route to the one base. I've also included a video which provides a play through of the map - it is fairly slow paced but I figured its intention was to give people a look, not show off the map. Anyway new name is: YGL Niflhelm Peaks
The problem is, I can't seem to edit my OP. o_O Hopefully a bump allows me to lol
Hi. Nice job on the aesthetics! As for the layout, I think everything is a bit blown out of proportion. If you amake the efficiency a bit better, I think you can fit the whole idea onto a smaller map. Good Lcuk!