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Map Title - Carpente
Version - 0.1 (Unfinished)
Made by - Kami or GamiKami
Published on - [NA]
Overview Image + Show Spoiler +
Introduction/Inspiration - I wanted to make something like Antiga Shipyard while fooling around with a funky form of main base cluster. I created this lowground natural with a middle ground seperating it from the main, also a weird Entombed Valley/Tal Darim third. After playing on the Korean server for a while and seeing reapers everywhere I also made a little area for reapers to harass, to not make them useless.
Texture Set - Korhal textures
Cliff Type - Standard Man-Made
Lighting - Default
Openness + Show Spoiler +
Playable Bounds - Show the exact playable bounds (size) of your map.
Number of Starting Positions - 4, cross spawns only
Number of Bases - 12
Number of XWT's - None
Number of Rocks - 4
Further Balance Comments - Void Rays would be powerful PvZ due to the long distance from Main to Nat. Note that there should be destructible rocks on the third. The open MIddle is a bug and a feature. I would like to fill it in somehow, and right now I am thinking of using what the maker of Paradigm used, craters (for multiple reasons). Map Is currently not in playable form and I'm just posting the concept hoping for some feedback, newb mapmaker here.
Change Log - 0.1 Map Created
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Too many enclosed spaces.
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On April 11 2012 18:49 Reeevolt wrote: Too many enclosed spaces. What do you mean too many enclosed spaces? Are the paths between the bases too narrow? Cause those are supposed to be relatively easily defended.
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I find it hard to believe something can be so stupid and similtaneously so boring. You have obviously put no effort into making the map since it uses a total of 4 textures in the most boring way possible, has no doodads, as is just one corner cut and pasted onto the remaining 3 corners.
The thing is, with the amount of effort you have put in there's not much to say. Considering the map isn't even close to being done trying to comment on the balance of the map will be useless. Go look at Ironman's map making tutorials they're good for absolute beginners. Then read monitor's guide on proportions. Then look at every other map created by Crux ESV and TWP and look at how the maps flow. Try to emulate distances and shapes and overall "weight" and apply those to the idea you have in your head.
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On April 12 2012 04:24 G_Wen wrote: I find it hard to believe something can be so stupid and similtaneously so boring. You have obviously put no effort into making the map since it uses a total of 4 textures in the most boring way possible, has no doodads, as is just one corner cut and pasted onto the remaining 3 corners.
The thing is, with the amount of effort you have put in there's not much to say. Considering the map isn't even close to being done trying to comment on the balance of the map will be useless. Go look at Ironman's map making tutorials they're good for absolute beginners. Then read monitor's guide on proportions. Then look at every other map created by Crux ESV and TWP and look at how the maps flow. Try to emulate distances and shapes and overall "weight" and apply those to the idea you have in your head.
I hear you man. This is like, pre alpha map. Dude, notice how at the top of the post it says "Version - 0.1 (Unfinished)" I havent even started my texturing. I realize now I shouldnt have posted this early, but I mean chill. I am adding in many many things right now, and hope to have it updated extremely soon. Like this map is not even started, just a concept at this point. My bad.
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On April 12 2012 04:24 G_Wen wrote: I find it hard to believe something can be so stupid and similtaneously so boring. You have obviously put no effort into making the map since it uses a total of 4 textures in the most boring way possible, has no doodads, as is just one corner cut and pasted onto the remaining 3 corners.
The thing is, with the amount of effort you have put in there's not much to say. Considering the map isn't even close to being done trying to comment on the balance of the map will be useless. Go look at Ironman's map making tutorials they're good for absolute beginners. Then read monitor's guide on proportions. Then look at every other map created by Crux ESV and TWP and look at how the maps flow. Try to emulate distances and shapes and overall "weight" and apply those to the idea you have in your head.
Be nice
That being said, there ARE a number of problems with this map, and not just from an aesthetic perspective. For instance, the space in the middle is disproportionally huge (not to mention featureless). Just adding craters will not change this basic fact.
Then there's the fact that the distance between main and nat is pretty damn far, and involves not one but two ramps. Just looking at the positioning of those bases makes me cringe as I imagine trying to hold off just about any kind of early pressure. I would also agree with the guy who mentioned enclosed spaces - it would be possible to siege up just a few tanks that would effectively cut off every base if they were positioned in between - each base just has one exit, and the exits are very crowded.
There's a lot of work to do before this map will be in working order, but I think you can do it.
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I really like the 4 different textures with absolutely no doodads. People are so quick to stuff maps with aesthetic stuff. Minimalist mapmaking ftw :p (I'm not sure if I'm being sarcastic or not. Really, I'm not sure lol)
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Please put things in the middle... A giant field gives no potential for good unit positioning.
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Yeah yeah yeah, deleting thread. My bad. I changed the map around a bunch, Made middle more crowded, added more bases, did some texturing etc. I know how bad it is.
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On April 12 2012 04:24 G_Wen wrote: I find it hard to believe something can be so stupid and similtaneously so boring. You have obviously put no effort into making the map since it uses a total of 4 textures in the most boring way possible, has no doodads, as is just one corner cut and pasted onto the remaining 3 corners.
The thing is, with the amount of effort you have put in there's not much to say. Considering the map isn't even close to being done trying to comment on the balance of the map will be useless. Go look at Ironman's map making tutorials they're good for absolute beginners. Then read monitor's guide on proportions. Then look at every other map created by Crux ESV and TWP and look at how the maps flow. Try to emulate distances and shapes and overall "weight" and apply those to the idea you have in your head.
What this guy said. Even with no texturing, this map is what most starting mappers do-easily defined bases, HUGE OPEN FREAKING MIDDLE, tons and tons of easily defendable bases and chokes.
I could make something like this in less than ten minutes, many other mappers could in less than that.
You need- -a unique concept -a good grasp of how chokes and open spaces work
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