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Here's my entry so far:
Map Name: Ignition Zone Based on: Incineration Zone (duh) Description: Even as one of the most hated maps in beta I wanted to keep the style of incineration zone the same. While the map is really aggressive, it can produce pretty interesting games. The problem, other than players wanting more macro focused maps, is the racial imbalanced, especially siege tanks. So the main goal was to hopefully even that out a bit and give zerg a little more chance on the map. Aesthetically I decided to go with a pre-wreckage style hence the name Ignition Zone. So all of the wreckage has been replaced with pre-wreckage Terran doodads.
Summary of Changes: + Show Spoiler + - Main ramp is further north, a little closer to the ramp to the third - Natural has been moved up towards the main ramp. Zerg can now just barely block their ramp with spine crawlers from their natural hatchery. - Ramp to third is now a double wide ramp. - Third is moved closer to the natural. This should make it a little more practical to secure the 3rd expo. - Cliffs between natural and push paths extends further out to make short push route a little longer. Ramp to ramp distances should be about the same since the ramp was moved. - Gold Expo has a smaller platform. Siege tanks on the gold expo can only poke at 1 gas of the natural and nothing more. Tanks from the little cliff edge in the main can still siege the gold though. I can remove that cliff, but it's a nice little hiding spot for tech.
Overview: + Show Spoiler +
Natural: + Show Spoiler +
Gold Expo: + Show Spoiler +
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dezi
Germany1536 Posts
On June 09 2010 03:09 Logo wrote: The DO remake looks nice, but I'm not sure about the position of the 2nd ramp. I just don't really see the point of it. The defenders can switch between covering each ramp so quickly that it's not going to matter as a benefit to the attacker.
The only matchup where I can see it making a difference is ZvP where Protoss might block the ramp with zealots and the Zerg is aggressing with lings and they can now attack the ramp to force the zealots out. The thing about that is on DO it's not really the best way to play Zerg since the long rush distances gives you a great expand/macro game plan, especially with your other changes. This ramp is there to enable you to quicker move your troops between main / nat / expo during the later stages of the game. My intention wasn't to add backdoor entrance (because i dislike this new feature) but still to add another way to get inside.
My overall concept was to make it a little easier for all races to get some expos and hold them. I also added some higher cliffs to prevent reaper harass (even as terran myself i dislike this map because of this).
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My unfinished gem, just putting it out here so nobody starts copying my build, THIS IS 10 hours of work already, sheesh but thats just me being slow. its like 3/5 done, missing a few doodads but the overall concept is there.
Still terran biased though
ive done so many changes except to the overall layout. I bulldozed the entire map, built it up from ground after deleting every shrubbery and doodad on the map backdoor nat easily defended but can currently be bombarded by air and siege and in general done my best to slow the pace of this map as much as i could percieve.
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Madkipz I like that! totally changed the flow of the map.
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On June 10 2010 08:10 Madkipz wrote:My unfinished gem, just putting it out here so nobody starts copying my build, THIS IS 10 hours of work already, sheesh but thats just me being slow. its like 3/5 done, missing a few doodads but the overall concept is there. Still terran biased though ive done so many changes except to the overall layout. I bulldozed the entire map, built it up from ground after deleting every shrubbery and doodad on the map backdoor nat easily defended but can currently be bombarded by air and siege and in general done my best to slow the pace of this map as much as i could percieve. That is so insanely over the top unimaginably terran biased. Easy to get third and even fourth, you can tank the enemy's expo, and no backdoor to defend.
edit: maybe making a lot of the middle more open and removing the high ground for the third would make this less imba? its your map of course though.
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Middle is already pretty open with two pretty large ramps at your third i was thinking of using shrubbery to close off my watchtowers etc, its hard to show you exactly how the map layoug is from that distance so i will make a blog post about it with more close ups.
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I'm remodeling a map now... :D
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prodig that is awesome...
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This contest sounds fun. I made a new Version of DO, because I actually hated the original.
I do not think that I know anything about balancing or can do better than blizzard, but I think the reason those maps are ingame is because they are made to test the balance in extrem scenarious, because it is beta.
I think I switched it to something more fun to play.
+ Show Spoiler +The natural only has one entrance now, which is protected by rocks. The other Entrance I closed by drawing a extrem small cliff to the main (warp in pylons - yay).
There is a second ramp at main, shortening the rush distance
The Island expansions are now reachable per ramp
Removed the Xel'naga tower in the middle
I also made the sand more sandier and the grass a little bit greener.
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On June 09 2010 16:34 prodiG wrote:I've finished Neo Metalopolis v1.0, I don't think I'm going to officially submit it until just before the contest ends incase I decide to make changes + Show Spoiler [Neo Metalopolis 1.0 Still image] +Neo Metalopolis...The map image tool in the editor decided to clip out the road at the 6oclock natural for some reason... Original Metalopolis Features/Changes: -Main on double high ground -Nat on high ground, large ramp to middle with not a lot of space above it, making fights there more challenging -Nat backdoor to third, ramp out to middle -Gold minerals easily to harass I wanted to make the map a bit harder to macro on, and I believe this is what I've accomplished here. You appear to have moved 2 of the start locations which would be a rule violation.
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On June 10 2010 10:34 Mastermind wrote: You appear to have moved 2 of the start locations which would be a rule violation.
...by that little? The bases and naturals aren't the same size on stock metalopolis,i didn't have much of a choice because i had to balance/mirror all of the bases
Had I left them the same, some of the ramps out to the natural would have been a third of the size of the others which voids my design completely
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On June 09 2010 16:34 prodiG wrote:I've finished Neo Metalopolis v1.0, I don't think I'm going to officially submit it until just before the contest ends incase I decide to make changes + Show Spoiler [Neo Metalopolis 1.0 Still image] +Neo Metalopolis...The map image tool in the editor decided to clip out the road at the 6oclock natural for some reason... Original Metalopolis Features/Changes: -Main on double high ground -Nat on high ground, large ramp to middle with not a lot of space above it, making fights there more challenging -Nat backdoor to third, ramp out to middle -Gold minerals easily to harass I wanted to make the map a bit harder to macro on, and I believe this is what I've accomplished here.
i really like this version of metalopolis. good job dude =D
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On June 09 2010 16:34 prodiG wrote:I've finished Neo Metalopolis v1.0, I don't think I'm going to officially submit it until just before the contest ends incase I decide to make changes + Show Spoiler [Neo Metalopolis 1.0 Still image] +Neo Metalopolis...The map image tool in the editor decided to clip out the road at the 6oclock natural for some reason... Original Metalopolis Features/Changes: -Main on double high ground -Nat on high ground, large ramp to middle with not a lot of space above it, making fights there more challenging -Nat backdoor to third, ramp out to middle -Gold minerals easily to harass I wanted to make the map a bit harder to macro on, and I believe this is what I've accomplished here.
Looks good except the gold expansion....I guess you moved the minerals to make them more (ground) harassable, but it is a big mapping No-no 90% of the time to split minerals and gas to four sides. It looks cool but in gameplay it is a huge mess with SCV's going everywhere. It makes it a complete nightmare to get defending units into and out of the expansion as you end up mixed in with workers from gas or mins.
I would HIGHLY advise you to move the gas geysers to the outside of the expansions if you want to make the expansions more vulnerable, but still leave a free movement zone for units on the other side of the CC's
If you notice in BW, the only times gas and minerals are arranged in four sides is in expos that are supposed to be completely undefendable (fighting spirit center bases) and rarely used.
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On June 10 2010 12:53 sob3k wrote: Looks good except the gold expansion....I guess you moved the minerals to make them more (ground) harassable, but it is a big mapping No-no 90% of the time to split minerals and gas to four sides. It looks cool but in gameplay it is a huge mess with SCV's going everywhere. It makes it a complete nightmare to get defending units into and out of the expansion as you end up mixed in with workers from gas or mins.
I would HIGHLY advise you to move the gas geysers to the outside of the expansions if you want to make the expansions more vulnerable, but still leave a free movement zone for units on the other side of the CC's
If you notice in BW, the only times gas and minerals are arranged in four sides is in expos that are supposed to be completely undefendable (fighting spirit center bases) and rarely used. Yeah, i'm not sold on the gas positioning yet, but i'm pretty sure the minerals are going to stay the way they are.
I wonder if I download an AI mod I can rig it up to play some test games and see how I feel
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Updated with version 0,2 just to perhaps rake in a few more comments on Jigglypuff zone:
changes, There is no backdoor entrance to your opponents main instead there is an easily taken yet even easier to harass expansion there and well plenty of other changes, just cba to list every single one such as the backdoor entrance into opponents natural third base on top right corner im trying to be subtle but no matter what you do this will always be looked upon as a terran map even if stalkers can blink into your base at some point.
makeing good use of destructible rocks, watchtowers and a few other doodads, Considering how much work ive already put into it i sort of feel this tingly proud sensation in my head.
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It is very nice to see all of these maps popping up already, there is a lot of very interesting stuff that can be done with the existing map pool. Keep them coming folks
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Hey, I would love to participate in this, but I haven't played enough beta recently to really think I know the weaknesses of the maps....
If someone would tell me what exactly the main problems are with 1 or 2 of the worst maps, I def have enough mapping experience to give fixing them a shot.
Can someone outline the major problems/weaknesses on 1-2 maps so I can start a revision?
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On June 10 2010 12:17 prodiG wrote:Show nested quote +On June 10 2010 10:34 Mastermind wrote: You appear to have moved 2 of the start locations which would be a rule violation. ...by that little? The bases and naturals aren't the same size on stock metalopolis,i didn't have much of a choice because i had to balance/mirror all of the bases Had I left them the same, some of the ramps out to the natural would have been a third of the size of the others which voids my design completely I think you did a good job, and personally I dont think the small difference should matter, but I dont know how strict they will be with the contest. I thought I would let you know I noticed it. It would be a shame if it wasnt included because of that one small thing.
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