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Cassandra v 0.3
Hello Team Liquid Forumites,
This is my fourth map, which I present here for your criticisms, comments and advice. I initially just started off playing around with layout and burrowing - nay, stealing - different bits from different maps that I like. The result is a very unoriginal and generic map but one that taught me a lot about map-making. The philosophy behind this map was simply to make it easy to expand and easy to attack. I hope it achieves that to some degree.
Edit #1: The comparisons to Cloud Kingdom are entirely legitimate, as this is more of a "study" map. Some of the similarities are intentional, some accidental. But as this is only version 0.2, I do plan on making layout changes and hopefully I can start breaking it away from that. Suggestions are of course welcome!
Edit #2: I've made various changes to the map, notably removing the fourth base and replacing it with a ramp. Resources are more spread out now, and a with new attack paths opening it should turn into a less turtley map. Still not satisfied with the base behind the main, but that might have to wait for another day. I think right now, despite the apparent resemblance, this map will play out much differently to Cloud Kingdom. Not quite happy yet but it will have to do for now!
Map Information: Published: EU Playable Bounds: 160 x 167 Full Bounds: 168 x 184 Spawns: 2 Bases: 12 (including 2 half-bases) Main Ramp to Main Ramp: ~130
Overview:
Large Overview
Textures: + Show Spoiler +
Analyzer Images: + Show Spoiler +Will upload as soon as I have a working version of the map analyzer.
Bases: + Show Spoiler +
Aesthetics: + Show Spoiler +
Change Log: + Show Spoiler +v0.2 -> v0.3 * Removed the natural fourth base in the alcove and replaced it with a ramp * Increased the distance to the third base * Tweaked proportions according to changes * Removed destructible rocks from middle ramps * Added destructible rocks to split the center I think this will be it for a while at least - I have other pressing issues to attend to and I don't see myself mapping for quite some time. I would still appreciate any feedback, as I'm here to learn. Right now, however, I just don't have the time to do mapping .
As always this is still work in progress and I'd love to hear your feedback and advice! The map is not quite as tight as it could be, but I'm hoping the "elbow room" will encourage macro play. Also, I'm aware the aesthetics are pretty dark, I'd like to know if anyone has difficulty reading units whilst playing. It seems just about okay on my machine, but I'm not sure.
Also anyone playing games on this map should feel free to send me replays, I'd love to see them!
Thanks for reading!
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Interesting, the layout kind of reminds me of Cloud Kingdom actually.
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I really like it. It has a nice flow and good proportions.
Also, the aesthetics are astounding. Utterly brilliant.
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I know many mappers continuously hear how their maps are similar to current ladder/tournament maps such as daybreak, and I know how annoying it is considering that most of the time such is untrue. However, this map really is Cloud Kingdom, right down to the base and middle design. The natural, third, and fourth will all play out just like Cloud Kingdom, and the middle is nearly identical as well. Though, the middle here isn't executed as well as on Cloud Kingdom, so this map is essentially a weaker version of Cloud Kingdom.
However, as you have already stated this map is quite unoriginal, I'd like to point out how awesome the aesthetics are. Fascinating stuff. While unoriginal, if the map helped you learn more about mapmaking, then it was certainly worth making.
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god i hope this replaces cloudkingdom, brilliant design but so many purples tasteless and not enough contrast. these aesthetics are great.
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Yeah I have to agree with Timetwister, This looks a lot like cloud kingdom save maybe with a third which is harder to hold and a few too many cluttered bases just below your main. really cool aesthetics though!
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Whoa. It looks awesome!
I think this was the first map I've ever seen and unconsciously gone, "Whoa..." to. :D Great work!
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nice map , i like the big space you have in your main , for production buildings.
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Wow, this map's aesthetics are spectacular. Groundbreaking, I'd say. You've accomplished a lot with lighting.
I've gotta disagree with those saying this is a carbon clone of CK, I'd say this base layout actually improves it to some degree and the middle is much better executed. 3rd is actually easier to secure IMO, bases have a much better pattern to them and it appears easy to secure a 4th and a .5 as well and leave a general direction for agression - can expand towards or away.
The map forces you to either expand towards your opponent, making the game more aggressive, or expanding away, opening up more opportunities for harassment.
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This is a small thing, but an important one, and I would highly suggest you one small change. The gas at the natural needs to be in a positions where and overlord can safely get a view of them. Without this it makes scouting as Zerg more realistic. If you do a bit of research all (or atleast that I have seen) have gas in position for scouting like this. This is also the case for current ladder maps. This map looks really cool even if similar to Cloud Kingdom this map still has a good flow to it and a few unique features. The 6 mineral base feels to be lacking a little as well I'm not sure if there is an obvious change. but the attack paths into it need to be better defined; it feels too open. Anyway good map I hope you learn from it!
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On August 24 2012 07:54 Timetwister22 wrote: I know many mappers continuously hear how their maps are similar to current ladder/tournament maps such as daybreak, and I know how annoying it is considering that most of the time such is untrue. However, this map really is Cloud Kingdom, right down to the base and middle design. The natural, third, and fourth will all play out just like Cloud Kingdom, and the middle is nearly identical as well. Though, the middle here isn't executed as well as on Cloud Kingdom, so this map is essentially a weaker version of Cloud Kingdom.
However, as you have already stated this map is quite unoriginal, I'd like to point out how awesome the aesthetics are. Fascinating stuff. While unoriginal, if the map helped you learn more about mapmaking, then it was certainly worth making.
I wouldn't call this map a weaker version of Cloud Kingdom, but a good alternative actually. And I totally agree with your point that these aesthetics are just much prettier to look at than that purple dead terrain of CK.
While looking like CK, this map may certainly play out a little different due to the third being exposed in a totally different way. Drops are actually more powerful here, just look at that enormous main plateau.
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I think the resources are too dense. You could have 4.5 bases on a 1/4 of the map's footprint. I think the lowground 4th in the alcove should be another half base. Or you need to redesign/remove a base (which would work out anyway because the 6/12 are very unstable which makes them rather bad lategame bases.
But the aesthetics are wow. I would even say you should do multiple maps in this style, because it is appealing enough to warrant that. (How many beach maps do we have...?)
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There are not many people around in these alcoves at Christmas time. If I were to murder a man I would murder him here. Are you sure this is the right word, alcoves?
=]
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On August 24 2012 14:35 scoww wrote: There are not many people around in these alcoves at Christmas time. If I were to murder a man I would murder him here. Are you sure this is the right word, alcoves?
=]
...?
define alcove
=]
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Amazing map,purely wonderful!
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Aesthetically, the map looks amazing. Strategically, I can't say much but I do agree that it seems like Cloud Kingdom. Oh, and I'm not too much of a fan of half-bases but I'm not sure removing them is the best option.
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I really hope its not too dark. Great looking map, great vibe.
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i m sure grubby loves that map :D
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