[Contest] Map Design Contest! - Page 15
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Husky
United States3362 Posts
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dyren
United States260 Posts
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Husky
United States3362 Posts
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Husky
United States3362 Posts
Note: Its a huge help to me if when you make a new update to make a new post with the new screenshot, map name, and what you changed. Keep up the great work guys | ||
Geeko
New Zealand17 Posts
Map - Stone Hill Details - Two unstacked Protoss Temples block the second entrance to the natural. - All minerals and gases are at 1500/5000. - The backdoor temples are stacked 10 times. Here's the update from the previous version. Old + Show Spoiler + New + Show Spoiler + Download - Melee | ||
splorygon
18 Posts
On January 24 2010 16:00 dyren wrote: Splorygon your 1.3 image is a broken link. I downloaded your map and I think your latest changes are a solid improvement over the last version. I like the map a lot actually but I feel Terran can probably hold his half of the map easily.. so ~6 bases by covering roughly 3 chokes.. that's pretty good.. for terran haha. I'd like to see some games on it. Sorry, image is fixed now. I'm still playing games on it with my friends. I'll upload some reps for you to see later. I'll see what I can do to make it less terran favored if it turns out that way. On January 24 2010 16:06 HuskyTheHusky wrote: Heres the image for your update Thanks. [edit] Here's a bunch of replays of games on the map. We're probably around D+ rank so it probably won't show imbalances too well. Download the replays here. [/edit] | ||
dyren
United States260 Posts
edit: you can find replays here: http://www.panschk.de/mappage/comments.php?mapid=4003 + Show Spoiler [Center Expo???] + or this! or this? Muessoloc III (edit: this was an older picture but got updated thru bwm..) So while playtesting I had a range of different people giving me feedback on Muessoloc III and I made a lot of necessary little changes like fixing misplaced doodads, geyser placement, mineral count at natural matches colo (6 patches), small but important stuff like that. But I had one stubborn but helpful tester who really attacked this map in his analysis causing me to have to really think about and defend some of the decisions I've made. So I would like to just take a second to talk about how I see my map and the balance on it. Needless to say I've largely based it off the map Colosseum II which in my opinion is both a great map and pretty unique. It features a low ground main, protected natural, and close third with a wide ramp near the main choke and small back door ramp. There's a neutral sunken at the choke providing creep for a sunken rush or defense and it creates a smaller choke. Colosseum features an open flat middle with 4 compound walls forming an oval around a central expansion. I really think this map has a lot going for it. It promotes fast expansion builds with the in-base natural and that opens up the possibility of fast aggression to punish a greedy fast expander. Also, building placement is critically important in this map to prevent run-bys and being sieged from the high ground above your choke. The presence of this high ground is clearly deliberate and creates the need for Protoss to have good map control early in PvT. My keen tester was adamant that protoss fast expand was not viable on Muessoloc because he ran lings by some noob protoss in one game. He insisted there was something wrong with the map because he was able to run lings in and harass the natural and main. I had to explain that the layout of the choke and the short-medium length rush distances mean building placement is critically important as well as constantly scouting your opponent (a feature I like very much in a map.) So as usual if your opponent isn't scouting you well you have the opportunity to surprise him ... this is even more deadly on a map like Muessoloc. It was brought to my attention that T imbalance might exist due to cliffs (what a surprise,) I tried to make the center such that if T is slow pushing through the middle there are other ways to move your army and counter or surround him. As far as siege tanks at the third, well I think you shouldn't let him get tanks up there! This means map control and scouting. Another imbalance that was brought forward was Guardians. Someone pointed out that the 2 and 5 o clock bases are extremely succeptable to guardian rape. While I agree that they are vulnerable, and besides the fact that the 9 o clock base does not suffer from the same vulnerability (this sucks,) I think the answer is SCOUT and have something prepared. If you see your enemy muta harassing and then his mutas fly over the dead zone and don't reappear, suspect guardians (also scout his base) and if T get your wraiths up asap, if P sairs which you should have anyway and guards are dumb in this match up. There have been two games recently where flash has had several wraiths prepared when or before guards pop. Someone pointed out that the naturals are small. Yes. Should I make them larger? I didn't think it was necessary but I am interested in hearing other people's opinion. I've had two people out of like 40 tell me to change the checkerboard pattern on the naturals. Yes? No? Some people are telling me to put an expo in the center of the map. Anyone have thoughts on this? I'm inclined not to however I have seen many games finish with no one using the center. However in the one decent TvT it was used a lot. I think having a mineral rich expo in the center would force a certain amount of awareness on both players and create movement through the middle. However I just don't feel like the map needs another expo. So, in short, the layout and features of Muessoloc III create the need for 1) keen and proactive scouting. 2) near perfect building placement. 3) map control. This map punishes 1) noobs who don't scout. 2) bad mechanics (BO loss/win.) 3) bad building placement! If you would like to see my map I'll be on ICCUP as much as possible and would love to chat about sc and the contest with any and all of you. Username: dyren | ||
konadora
Singapore66063 Posts
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Pinnacle55
Singapore173 Posts
Other than that, I like your map a lot! Probably the best there is in this pool - but maybe I'm biased because I saw how it evolved from the very beginning, and every change was good | ||
dyren
United States260 Posts
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Slugbreath
Sweden201 Posts
By the way, the name Gardens of Aiur is only one letter away from the vastly inferior map Garden of Aiur. Not that that matters for the contest, of course. I mean it's not the first time map names are duplicated. After all, the fact that there already was a map named Face Off didn't stop them from making Face Off. Or that Eye of the Storm was released long before Eye of the Storm. | ||
elow
Spain113 Posts
P.S. Keep going you are very good at commentating | ||
dyren
United States260 Posts
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Plissken_2097
Spain628 Posts
+ Show Spoiler + [url blocked] | ||
sTYleZerG-eX
Mexico473 Posts
- Added rocky ground, to make the middle bit + unbuildable ( There still is turret space ) - The decoration is now 100 % done - All the doodads are now in place - There are no + unintentional tank holes - All sprites have been double checked, they work fine and are all ling proof. - Lurkers can hit 3 mineral patches in range of the nat from the low ground outside the nat. Hope you guys like tis possible final version (there might be 1 + update) | ||
mmp
United States2130 Posts
On January 24 2010 21:18 dyren wrote: incoming wall of text... proceed at own risk... edit: you can find replays here: http://www.panschk.de/mappage/comments.php?mapid=4003 + Show Spoiler [Center Expo???] + or this! or this? Muessoloc III So while playtesting I had a range of different people giving me feedback on Muessoloc III and I made a lot of necessary little changes like fixing misplaced doodads, geyser placement, mineral count at natural matches colo (6 patches), small but important stuff like that. But I had one stubborn but helpful tester who really attacked this map in his analysis causing me to have to really think about and defend some of the decisions I've made. So I would like to just take a second to talk about how I see my map and the balance on it. Needless to say I've largely based it off the map Colosseum II which in my opinion is both a great map and pretty unique. It features a low ground main, protected natural, and close third with a wide ramp near the main choke and small back door ramp. There's a neutral sunken at the choke providing creep for a sunken rush or defense and it creates a smaller choke. Colosseum features an open flat middle with 4 compound walls forming an oval around a central expansion. I really think this map has a lot going for it. It promotes fast expansion builds with the in-base natural and that opens up the possibility of fast aggression to punish a greedy fast expander. Also, building placement is critically important in this map to prevent run-bys and being sieged from the high ground above your choke. The presence of this high ground is clearly deliberate and creates the need for Protoss to have good map control early in PvT. My keen tester was adamant that protoss fast expand was not viable on Muessoloc because he ran lings by some noob protoss in one game. He insisted there was something wrong with the map because he was able to run lings in and harass the natural and main. I had to explain that the layout of the choke and the short-medium length rush distances mean building placement is critically important as well as constantly scouting your opponent (a feature I like very much in a map.) So as usual if your opponent isn't scouting you well you have the opportunity to surprise him ... this is even more deadly on a map like Muessoloc. It was brought to my attention that T imbalance might exist due to cliffs (what a surprise,) I tried to make the center such that if T is slow pushing through the middle there are other ways to move your army and counter or surround him. As far as siege tanks at the third, well I think you shouldn't let him get tanks up there! This means map control and scouting. Another imbalance that was brought forward was Guardians. Someone pointed out that the 2 and 5 o clock bases are extremely succeptable to guardian rape. While I agree that they are vulnerable, and besides the fact that the 9 o clock base does not suffer from the same vulnerability (this sucks,) I think the answer is SCOUT and have something prepared. If you see your enemy muta harassing and then his mutas fly over the dead zone and don't reappear, suspect guardians (also scout his base) and if T get your wraiths up asap, if P sairs which you should have anyway and guards are dumb in this match up. There have been two games recently where flash has had several wraiths prepared when or before guards pop. Someone pointed out that the naturals are small. Yes. Should I make them larger? I didn't think it was necessary but I am interested in hearing other people's opinion. I've had two people out of like 40 tell me to change the checkerboard pattern on the naturals. Yes? No? Some people are telling me to put an expo in the center of the map. Anyone have thoughts on this? I'm inclined not to however I have seen many games finish with no one using the center. However in the one decent TvT it was used a lot. I think having a mineral rich expo in the center would force a certain amount of awareness on both players and create movement through the middle. However I just don't feel like the map needs another expo. So, in short, the layout and features of Muessoloc III create the need for 1) keen and proactive scouting. 2) near perfect building placement. 3) map control. This map punishes 1) noobs who don't scout. 2) bad mechanics (BO loss/win.) 3) bad building placement! If you would like to see my map I'll be on ICCUP as much as possible and would love to chat about sc and the contest with any and all of you. Username: dyren You "forgot" to include the replay(s) of me kicking your ass. :p | ||
MrMoose
Canada176 Posts
On January 22 2010 14:47 MrMoose wrote: I've been working on a pair of decimated earth-themed 4 player maps... I think I'll try and make a 3 player one based on the demand. edit: here's one of them - that I deem ready for feedback... Map: Cairo 2428 Players: 4 Creator: MrMoose Theme: Decimated Earth + Show Spoiler + download Features: * Difficult to secure third bases encourage 2-base play * Neo Moon Glaive-esque lanes around the center allow oppurtunities for early agression and late-game harrass * Large, open center makes pushing cross-map difficult * Large amounts of terran wreckage contribute to the decimated earth theme All constructive feedback welcome Especially if you can suggest a better name - I'm not too happy with the one I came up with. | ||
Husky
United States3362 Posts
Other than that its looking great! @MrMoose: Thanks, Adding it now! | ||
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Husky
United States3362 Posts
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