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This is my first SC2 map, and of course it's named and slightly themed after the generous donor of my Beta key, Twilight Star. I posted it in the Map Design Thread earlier, but I wanted to make a little blog post so people could discuss not just the map, but some of the concepts involved.
(2)TwilightStar
edit: The boundaries have been updated and do not extend as far as the picture suggests--they barely reach past the edges of the terrain.
edit: a tileset easier to view + Show Spoiler +
Download
The main is pretty much invulnerable to surprise reaper/collossus attacks. However, the small bit of high ground between the main and natural creates a small path reapers could take advantage of when the natural is taken and defenses are set up there. I wanted to make this map reaper-friendly through more than just the first few minutes, so there are many important areas (some with Xel Naga Watchtowers) that can be reached/taken advantage of by them.
The natural is surrounded by double high ground. This ground is reachable by ground units if they go around and destroy the rocks blocking it off. The same goes with the high yield third. (Since there are two sets of destructible rocks leading to the natural, I edited them to have only 1,000 health each as opposed to 2,000. Of course this would definitely be subject to change.)
I wanted to create a choice for the player regarding where to go for the third base. Players can choose between the normal third, which is protected by a line of destructible rocks, and a high-yield third (6 high yield mineral patches and 1 high yield geyser), which is vulnerable by the high ground. Hopefully this could allow players of different risk aversions to develop different strategies suited to their playstyle.
Weeds that obstruct the player's view are located just outside the natural at the beginning of the path leading to the normal third. Hopefully this would allow opportunities for cheese, as well as defensive capabilities regarding flanking and surprise attacks.
There are five Xel Naga watch towers: one above the high ground of each natural, one on the high ground in between the third and the double high ground, and one in the middle of the map (which is two tiers high so units have to be dropped there to reach it). All of these except the center one can be reached quickly by reapers.
So what do you guys think? Any comments or concerns would be greatly appreciated.
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tbh im having difficulty looking at the map cause of the colors O_o
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The main is pretty much invulnerable to surprise reaper/collossus attacks. I hope this isn't a trend for future maps.
Looks interesting though.
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zealing Canada. May 05 2010 03:31. tbh im having difficulty looking at the map cause of the colors O_o
I ran it through that nifty little "map texture" feature to convert it into a tileset more easy on the eyes.
+ Show Spoiler +
Problem solved! (Man that editor can do anything!)
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Nice work, can't wait to play it
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On May 05 2010 03:04 Rut wrote:
The natural is surrounded by double high ground. This ground is reachable by ground units if they go around and destroy the rocks blocking it off. The same goes with the high yield third.
IMO, the high yield is the natural. It certainly looks easier to defend.. and to get to, tbh. There also looks to be tons of room behind every base for air units to harass relentlessly, everybase seems to have this weakness, which suggests static defense will be very important.
It's an attractive map. Thanks for uploading it.
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ahh tyvm much better
the main's space seams bland and boring try to spice it up a bit
your bottom island has more space then the top one
destructible rocks are in a interesting position, not sure if i like it or not
make the map bigger? there is too much open water and air units could just fly without you ever possibly knowing + too many blizz maps are small, we need more macro maps.
but its a nice map, keep at it.
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I like it overall, but that middle "star" does seem kind of out of place.
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Thanks for the feedback, everyone--it's greatly appreciated. Luckily the editor makes it easy to modify the size of the map overall, so the map is now somewhat restrictive about allowing air units to move freely behind the mains. I also agree some of the deco is out of place, but of course that will improve over time as I, and other map guys, get better with the editor.
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