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Hello, I've been working on a melee map for the last few days. It's my first map for SC2 and since i was a bit intimidated by all the coding for UMS maps I decided to try making a melee map as my first one. The idea was to create something that felt like an old run-down space platform that has been through some rough times lately. Among other things it features a monorail, something which I feel makes it better than other maps. Also space whales.
I've made some changes based on feedback from friends that have tested it and from people on the TL irc channel but I figured that posting a forum thread could get me some more responses.
I put some images on my hastily created blog that you can take a look at. http://www.bluefriday.se/blogging/?p=32
The mains are in the top-left and bottom-right. A lot of people say they look too big but they are about the size of the bases on Blizzards Metalopolis, but maybe there's a consensus that they are too big as well? Also, the texture in the middle is not symmetrical, I have not gotten around to fixing it yet.
But please remember, it is my first map so don't be too harsh! I appreciate any constructive critisism and I hope you like it overall.
(Latest version should be up on EU and - i believe - an old version should be up on the US servers, if anyone wants to take a look at it)
Edit: Can also download it here: http://www.bluefriday.se/sync/cygnusb/CygnusB1.SC2Map
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I really like it, the big choke at the natural (i guess you could call it) its interesting and the various cliffs surrounding the expos make for some fancy play. Plus the cliffs are accessible without having to drop. Nice.
Good work.
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the golds look to close. way to easy to seige or just shoot probes with range units over the ridge.
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Nice looking map mate.
Are those platforms above the natural walkable? Looks like another "seige tank lolz" map given that you could pop some tanks up there and effectively cover both the natural and that 3rd/4th expo on the other side.
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On June 07 2010 08:03 Duckvillelol wrote: Nice looking map mate.
Are those platforms above the natural walkable? Looks like another "seige tank lolz" map given that you could pop some tanks up there and effectively cover both the natural and that 3rd/4th expo on the other side. Do you mean that the opponent could drop tanks on the natural cliff? There is a ramp with destructable rocks that lets you go up on the natural cliff see:
Sorry if I misunderstood.
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On June 07 2010 08:02 metaldragon wrote: the golds look to close. way to easy to seige or just shoot probes with range units over the ridge. I wanted to make it really dangerous to take the gold, is it too much? I don't know.
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Interesting map. It's strange but I think the gold expo might be a more natural 3rd than the alternatives? I would be interested to see how this map played out in one of those games where you split the map with the opponent. Maybe it wouldn't be possible given the proximity of the golds.
And for people saying this map could be abused by tanks, I really think that any map will have strategic locations to abuse tanks. Consider that some features of the map could also be abused by collosi. I think it's just the nature of the units.
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I just played 2 games on this map, and its great, I just love the size, its bigger than the BLizzard 1v1 maps. What i don't like are the destroyable rocks in the edge expansions, makes more obvious where the enemy is expanding and its harder to sneak an expo.
EDIT: I just had to say again how i love this map.
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Hm, I would move mains to top right and bottom left positions. Ans also remove the ramps that lead to those small cliffs. That way there would be two expos that are easily defended from the middle choke, but they would be hard to defend early. That would at least be different than current maps.
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On June 07 2010 08:14 eugen1225 wrote: I just played 2 games on this map, and its great, I just love the size, its bigger than the BLizzard 1v1 maps. What i dont like are the destroyable rocks in the edge expansions, makes more obvious where the enemy is expanding and its harder to sneak an expo. Awesome, I didn't think anyone had played it yet. Glad you liked it! Thanks for the feedback, I'll have to think about the rocks, it feels like I have a bit too many at the moment.
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On June 07 2010 08:16 kme wrote: Hm, I would move mains to top right and bottom left positions. Ans also remove the ramps that lead to those small cliffs. That way there would be two expos that are easily defended from the middle choke, but they would be hard to defend early. That would at least be different than current maps. I've heard others say the same thing, I've been thinking about making another map (Cygnus C) that's a bit like that. Also another map (Cygnus D - see, there's a pattern!) that is a 2v2 map with a similar layout. For Cygnus B though I like these positions, I dont want to make any drastic changes, then I'd rather make a new map. Thanks for the feedback!
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It would be interesting if 12 and 6 o'clock would be mineral only, and closer to the cliffs (so you could def with tanks or towers partially) of the main, just like on Othello (SC:BW map), mby with more mineral patches but no gas, but this would need to be tested before implemented.
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And why did you release it just now? The beta ends in a few hours.
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On June 07 2010 08:08 Wihl wrote:Show nested quote +On June 07 2010 08:03 Duckvillelol wrote: Nice looking map mate.
Are those platforms above the natural walkable? Looks like another "seige tank lolz" map given that you could pop some tanks up there and effectively cover both the natural and that 3rd/4th expo on the other side. Do you mean that the opponent could drop tanks on the natural cliff? There is a ramp with destructable rocks that lets you go up on the natural cliff see: Sorry if I misunderstood.
Oh right! Sorry I totally missed the rocks.
Still, it'll be pleasant for Terran being able to cover both of those expansions reasonably easily. I suppose it's something that can be worked on after some proper playtesting
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On June 07 2010 08:34 eugen1225 wrote: And why did you release it just now? The beta ends in a few hours.
I have only worked on it since tuesday or so and when I tried to register here there was a 3 day waiting time for creating new threads. I could only start posting a couple of hours ago. I think the map is a lot better than it was 3 days ago as well so it probably wasnt all bad.
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On June 07 2010 08:37 Duckvillelol wrote:Show nested quote +On June 07 2010 08:08 Wihl wrote:On June 07 2010 08:03 Duckvillelol wrote: Nice looking map mate.
Are those platforms above the natural walkable? Looks like another "seige tank lolz" map given that you could pop some tanks up there and effectively cover both the natural and that 3rd/4th expo on the other side. Do you mean that the opponent could drop tanks on the natural cliff? There is a ramp with destructable rocks that lets you go up on the natural cliff see: Sorry if I misunderstood. Oh right! Sorry I totally missed the rocks. Still, it'll be pleasant for Terran being able to cover both of those expansions reasonably easily. I suppose it's something that can be worked on after some proper playtesting Yeah, I feel that when I just look at it - it seems pretty ok. But I've only played about 3 games on it and spectated about 3 more. I'm an absolutely terrible SC2 player, I'm ashamed of how i play, (but I love watching Day9 and other streams so I have some knowledge about the game I guess) so I have a hard time testing it in the way it needs to be tested.
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very cool. I think the cliff at the natural with a blocked ramp for access is something particularly new.
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On June 07 2010 07:34 Wihl wrote: Also space whales.
I can't find them
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On June 07 2010 09:51 Morayfire73 wrote:I can't find them They lurk in the shadows. Maybe one day you will find them with the help of some sort of flying contraption!
..or cheat and spot them on the screenshot of the map :p
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Shameless bump before I go to bed. Would love to get some more feedback.
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