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very nice map, utterly different from what i've seen before both in sc1 and sc2 i also can't spot any abusable tactics from any race, but i might be mistaken the idea and the implementation is absolutely breathtaking, after a couple of games will be played on this and a couple of polishing will be done, this will be one of the best maps
there is also (edit* couple more) more suggestions: -make the island expansions with more land, so that expanding terrans can't defend am island expo too easy -remove the water on the edges where there is just water (kinda redundant), since alot of air will come from that and will be too much to scout - make that area unplayable, add borders, remove it, copy-paste and make smaller map, just fix that -map needs more doodads
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Fired up the map in the editor and played around on it. Turns out that alot of the mineral lines have one mineral patch(I think one or two expansions had two patches that were affected) that sort of lies behind other patches so the worker has to go around the other ones to get to that one lonely patch in the back. Might be a concious decision but imho it should be fixed. Otherwise the map looks solid. Really feels like being on and island.
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looks a little like peaks of beakdu or whatever that map was called
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hmm... Whats this dark spot in my shorts...
+ Show Spoiler +really nice map! Anytime i wanted to throw an idea in there, i would notice it is already in there.
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On June 14 2010 10:48 palanq wrote: ah, time to relax on the beach... nice map!
Not if my seige tanks can help it!!!!
The tileset really reminds me of Warcraft 3. I'm almost expecting murlocs to pop out of the sea and harass my workers.
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I really like it. Only possible problem I can see is Terrans controlling that middle high ground... I'm not sure I like the idea of having to run up to high ground to get to your enemy. I suppose you could use those side paths, but can Terran cover the way to the side path from that high ground? Dunno, just may be worth looking into
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Danl9rm, I share your concerns about zerg but more broadly because the way to go about balancing a map racially isn't obvious to me. I designed the map with some general balance ideas in mind but otherwise had my fingers crossed. I'm hoping that some veterans will be able to point out and explain specific problem areas and potential fixes while beta is down, and when beta comes back up maybe we can get some demonstrative replays that reveal areas that need fixing.
UmmTheHobo, in previous versions of the map the alley in the middle was skinnier and the headlands were larger and more imposing, so I'm definitely still trying to feel out the best width and would consider making it yet wider and the high ground maybe smaller. Again, concerns for zerg noted.
Farbror, I have a destroyed battlecruiser and a destroyed carrier in the water pool on the left of the map, a destroyed barracks on the top left beach, a destroyed command center in the bottom right seabed, and another destroyed protoss ship against the cliff face below the right main. Since this is my first map, I don't want to doodad too excessively like you said. I don't think I want to put any broken tech on the high ground; the amount of broken tech on the map so far feels about right, like there have been battles here in the past but not many. I'll probably steer clear of zerg skeletons. I kind of like that the only bones on the map are from one prehistoric fossil that gives the map a sense of ancient history as well. As for mechanical considerations, the blocked mineral patches were definitely not intended. I'll see to that as soon as I can.
MindRush, my thinking for the small size of the island expansions was that there wouldn't be too much room for any race to fortify on them, much like the island expansion in Scrap Station. Please feel free to clarify if my logic is exactly backward. As for the sea edges around the map, the playable edge is moved in as far as possible without intruding on the beach areas. I could definitely look into pathing blockers to bring air in a bit closer to land.
Subversion, terran can't cover the side paths leading to the naturals from the middle high ground even with siege tanks behind the los blockers. They can defend the wide ramp from the gold beach expansion leading to the main, but I'm ok with that because they can't cover the other two ramps leading to that same middle ground. My hope is that turtlers putting too many eggs in one basket will find their bases under attack from other angles.
As soon as I post this I'm going to add a working changelog to the OP.
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Wow, great map, best user created map I've seen so far.
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looks like a almost exact replica of the tide born island on perfect world. and oddly enought the expansion for the tide born is also called rising tides. u play pw by any chance?
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Lots of expansions, balanced layout and aesthetically pleasing, I think this is easily one of the top melee maps created thus far. My favorite part is that it's your own original design instead of just remaking a BW map.
A+, people seriously need to pay attention to this one. My sole complaint is that the middle is a little choke heavy. Honestly I think the middle should be more open and easier to storm.
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Sweden33719 Posts
Please tell me the water will actually rise and it will be an island map half the time :D!?!?
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On June 15 2010 00:48 FrozenArbiter wrote: Please tell me the water will actually rise and it will be an island map half the time :D!?!?
That would be so cool!!!
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Sweden33719 Posts
Seriously, please please please make a version like that haha
I love the way this map looks, and it's like tailor made for that feature!
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On June 14 2010 10:21 Tiazi wrote: makes me think of:
- far cry - crysis - warcraft 3 - the second level of Halo 1
makes me think of mario kart , koopa beach race lol.
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Ballistixz, I've never even heard of perfect world, guess that's just a neat coincidence.
Sorry to disappoint Jinro, but I don't have any idea how to do that stuff. My suspicion is that might make the map worse anyway. In previous versions I had the terrain level decreased ever so slightly on the left/top side of the map so the water covered the sand by a few inches. However, that led to some trouble as the minimap didn't show the sand at all under the water, which came all the way up to the cliff edges, and on high and ultra graphics settings the water is so clear, like real water, that you couldn't really tell you were wading in water in the first place.
Edit: Perhaps I'll leave a rising water alternate version as a possibility. I'll add that to the changelog. I'm not sure what would happen if ground units got caught on the beach when the water rises -- would they drown? Water rising quickly enough to drown a scouting speedling before it could make it back to land might be a bit silly.
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Looks really cool. Things to change imo: 1) 2 entrances into main are not ok. 2) too little space in the middle
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now, you should make a battlestar galactica map... like have the entire map be on the back of the wounded battlestar
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I like the map...Mineral Patches need some adjustment, some of the patches cause a worker to have to go around the back side to mine.
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Sweden33719 Posts
Perhaps I'll leave a rising water alternate version as a possibility. I'll add that to the changelog. I'm not sure what would happen if ground units got caught on the beach when the water rises -- would they drown? Water rising quickly enough to drown a scouting speedling before it could make it back to land might be a bit silly. Yeah, there'd need to be some discussion about what exactly would happen :p Probably shouldn't rise too fast, and the areas between land should be short-ish so you don't get trapped and lose a ton of units :D
But something like every 5 minutes it starts to rise/sink, takes a minute/30 seconds before it rises completely or something like that.
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The map looks great!!! Very enjoyable atmosphere in it. But I'm a little bit concerned about ZvT, the lack of space makes tanks and mech really powerfull on that map I think. Anyway great work.
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