Should I continue to finish this map? I don't know if its any good. Opinions appreciated. Thanks.
Work In Progress Melee Maps - Page 54
Forum Index > SC2 Maps & Custom Games |
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin | ||
theworldofdustoerba
51 Posts
Should I continue to finish this map? I don't know if its any good. Opinions appreciated. Thanks. | ||
Uvantak
Uruguay1381 Posts
@Spinnaker that map looks reaaally nice, it remainds me of blue storm and i love that, i would make the map some minor tweaks, just some minor things since the general idea of the map is really good + Show Spoiler + | ||
theworldofdustoerba
51 Posts
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Xenotolerance
United States464 Posts
my updated WIP 186x180 4p all spawns now that I look at it again I want to open up the middle on either side more. | ||
sCnDiamond
Germany340 Posts
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Uvantak
Uruguay1381 Posts
Neverless there can be non-standard maps that are balanced in the 6 MU's, but making one of those is really hard, and it will demand a high amount of knowledge on your part and to reach that knowledge i recomend you to start by checking how blizzard and other mapmakers make their maps and try to mimic them, and then when you are more experienced in the basics of mapping you can start doing balanced maps that are non-standard. For your map i see some problems, like what would do a toss versus a ling flood if you remove those rocks between the "main" and natural? the lings would make havoc in the toss base. As i said i recomend you to do more standard maps as a starting point and then advance to the harder maps like the non standard ones. | ||
theworldofdustoerba
51 Posts
How's it looking so far you think? especially gameplay wise? (Textures are not final, just sloppy placeholders, also the platter of doodads are for my palette.) Btw, I am sunlethwaterscape (Avura Springs, Dream's Strand, Catachresis), hard to believe, but I forgot my password and the linked email, so I had to make a new account unfortunately. A large ramp is missing from this pic, sorry, supposed to be connecting the lower platform with the higher one that leads to the bipath way to the 6o clock natural. Btw, does anyone know how to fix the snow textures (Niflheim)? They have really low definition for some reason, even with high video settings. | ||
algue
France1436 Posts
Outdated (already...) : This is my first map, I haven't finished the texturing process and I haven't placed any doodads. I think i've dealt pretty well with the proportions (playable 166x136). It maybe be a bit too large still. Thoughts on the layout : Layout wise the B3 is easy to get but you may lose a couple worker. I'm thinking about adding a gap between the third and the low ground behind it. I haven't tested yet but I think photon overcharge could get rid of many low ground harassment. The 4th base is pretty easy to get. No matter how the players are positionned you can always get a 4th base further away from your opponent. I'm also wondering if I shouldn't place a xelnaga tower right in the middle of the map with small bridges to capture it All spawns allowed Thoughts, advices and critics are welcomed Edit : If you can't see the full picture, open it in a new tab Edit 2 : I've added a xel naga right in the middle of the lava, it's perfect ! The vision of the tower stops right at the third base's cliff ! Here is an update of the map. Name : Kemar's Haven Size : 168x136 Version : 0.1 Uploaded on EU, you can play it if you want but there is a lot of things to change Changelogs : + Show Spoiler + V0.1 Added : - Doodads (more to come) - Gap filer - Xelnaga tower - Lava behind every 3rd - Lava next to the main cliffs - Fixed some textures Changed : - Pathing - Middle (access to XNT) - Destructible rocks placement Are these changes benefic to the map ? What else should I change ? For the doodads I'm gonna try to mimic my beloved "Incineration zone" but I'm not sure of the result. | ||
a176
Canada6688 Posts
On April 29 2013 07:53 theworldofdustoerba wrote: Btw, does anyone know how to fix the snow textures (Niflheim)? They have really low definition for some reason, even with high video settings. an issue with the snow textures is when zoomed out far, the LOD causes them to look all blurry and nondescript. at normal game camera view they will have full resolution. though, "snow icy" and "snow powdered" are relatively low res and may not look the best when combined with other texture sets. | ||
Elldar
Sweden287 Posts
It it is small (124x128) and has no natural third, but I think it has some perhaps inspirational aspects that one could take into consideration like like no ramp to main and in-base natural and un-buildable terrain in middle marked by zerus root tile (you see it more clearly in-game). If you have any suggestion please come with your remarks. ps. the image is kind of skewed sorry for that. #edit: I call it Zerus' Tableland Desert | ||
FlyingBeer
United States262 Posts
I'm not feeling super confident about the texturing so far. Zhakul'Das is so hard to work with. Maybe that's why almost nobody ever picks it. We'll see where it goes. | ||
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a176
Canada6688 Posts
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The_Templar
your Country52796 Posts
On May 01 2013 09:46 a176 wrote: Are 7 bases better than 6? Yes, yes they are. What? The above map only has 5 bases from what I can see. | ||
Coppermantis
United States845 Posts
Are the high ground areas by the natural droppable? It could be too easy to harass the natural from up there if so. Current project: | ||
sandstorm
8 Posts
my first map what do you think about the layout? | ||
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Syphon8
Canada298 Posts
First draft, 128x132 | ||
Uvantak
Uruguay1381 Posts
//EDIT// forgot to say that the only droppeable places are those highlighted with pink | ||
FlyingBeer
United States262 Posts
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