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For the past few nights, I've been on a mission to make more maps. I decided I would start a new map each night and work on it until I go to bed. This is normally only about 2-3 hours. The next night I would start another map instead of continuing on with the last night's work. So far, I've done 4 maps that are at various stages of completion but the layouts are mostly there.
Now, I would like to finish one of these maps and I'd like you to decide which map I should finish. I've uploaded images of each map and would love for you to vote on which one you'd like to see completed. Any comments on any of the maps would also be appreciated, such as why you voted for which map. I will most likely complete 2 of these maps so don't worry if your favorite comes in second place.
And without further ado, the maps:
Cerulean: + Show Spoiler +
Moonlit Monastery: + Show Spoiler +
Fairgrounds: + Show Spoiler +
Cobra Canyon: + Show Spoiler + They are all intended to be 1v1 maps. Labels should be self explanatory.
Poll: Which map should I finish?Moonlit Monastery (39) 54% Cobra Canyon (21) 29% Cerulean (8) 11% Fairgrounds (4) 6% 72 total votes Your vote: Which map should I finish? (Vote): Cerulean (Vote): Moonlit Monastery (Vote): Fairgrounds (Vote): Cobra Canyon
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dezi
Germany1536 Posts
How big are those maps? I gonna vote Moonlit Monastery because Cobra looks to big and somewhat like Desert Oasis.
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Yeah, definatly Moonlight Monastery. Looks really cool (maybe move to 4th just a litle closer to the 3rd). Is the middle is ellevated or lowered in relation to the area around it?
And like Dezi I'm a bit confused by the size of the maps, they look huge. The watchtowers seem like they don't cover alot of ground at all.
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On September 16 2010 04:41 dezi wrote: How big are those maps? I gonna vote Moonlit Monastery because Cobra looks to big and somewhat like Desert Oasis. The maps are quite large. I've been attempting to make larger maps so they have more attack paths, wider lanes, and longer rush distances. Cobra got bigger and bigger because the distance around the mains cannot be reached by tanks.
On September 16 2010 05:02 burningDog wrote: Yeah, definatly Moonlight Monastery. Looks really cool (maybe move to 4th just a litle closer to the 3rd). Is the middle is ellevated or lowered in relation to the area around it?
And like Dezi I'm a bit confused by the size of the maps, they look huge. The watchtowers seem like they don't cover alot of ground at all. For Moonlit, the 4th used to actually be much farther and it has been moved in. I could move it in closer still. I also considered adding another expansion between the 3rd and 4th. The center is on a lower elevation.
Fairgrounds is the largest and Moonlit Monastery is probably the smallest.
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On September 16 2010 05:20 BoomStevo wrote: The center is on a lower elevation..
Doesn't take make the center kind of a dangerous place to be? I think maybe it should be up one level from the gold expansions to give it some importance. But I'm not completely sure about it
By the way, I think I really like the single rock at the main ramp. Have to play a few maps with it to see how it works ingame, but I like the idea that you can keep your main ramp "smaller" if you defend it well.
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On September 16 2010 05:26 burningDog wrote:Doesn't take make the center kind of a dangerous place to be? I think maybe it should be up one level from the gold expansions to give it some importance. But I'm not completely sure about it By the way, I think I really like the single rock at the main ramp. Have to play a few maps with it to see how it works ingame, but I like the idea that you can keep your main ramp "smaller" if you defend it well. The center path is the shortest root from main to main, but I didn't want it to be the only path. By making it lower elevation and "dangerous" I hope to encourage the use of alternate routes and prevent an army from attempting to camp the center.
The single rock on the main ramp should allow the same amount of choke room as a normal smaller ramp. When I tested it, I was able to wall it off with a standard barracks and 2 supply depots. But it may add an interesting dynamic that allows for a widening of the ramp later in the game.
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Just to let you know, the yellow line around the edges of your map is the camera limit. Stuff beyond that, like some of your minerals on Cobra Canyon, can't be reached. Should either increase the camera limit or shrink your land a little bit.
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Fairgrounds.
All of these maps are enormous though, and they NEED to be made smaller.
On Fairgrounds, consider relocating the islands. IMHO you cannot have them too close to the mains of Terran can fe there (or even lift off his original CC). Then he places turrets and that base is safe for like the rest of the game, if the other player even scouts it.
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On September 16 2010 05:53 urashimakt wrote: Just to let you know, the yellow line around the edges of your map is the camera limit. Stuff beyond that, like some of your minerals on Cobra Canyon, can't be reached. Should either increase the camera limit or shrink your land a little bit. The yellow line is the camera line, but the blue line is the actual playable bounds. I believe the player can still access past the yellow line, but the blue line is unpathable. I haven't tested Cobra Canyon yet, but I'll be sure to make sure the bounds are acceptable before releasing it.
On September 16 2010 05:55 Antares777 wrote: Fairgrounds.
All of these maps are enormous though, and they NEED to be made smaller.
On Fairgrounds, consider relocating the islands. IMHO you cannot have them too close to the mains of Terran can fe there (or even lift off his original CC). Then he places turrets and that base is safe for like the rest of the game, if the other player even scouts it. I find it funny that you say the maps need to be smaller but you voted for the biggest one. I used to make smaller maps and try to use the space as effectively as possible, but with this batch, I wanted to try something different and make some larger ones.
Personally, I do not like island expansions. I wasn't sure if I wanted to include them on the map, but I felt like the space could use something. I may remove them or move the islands to behind the 4ths. I'd prefer if they were semi-islands with access through rocks only.
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On September 16 2010 06:14 BoomStevo wrote:Show nested quote +On September 16 2010 05:53 urashimakt wrote: Just to let you know, the yellow line around the edges of your map is the camera limit. Stuff beyond that, like some of your minerals on Cobra Canyon, can't be reached. Should either increase the camera limit or shrink your land a little bit. The yellow line is the camera line, but the blue line is the actual playable bounds. I believe the player can still access past the yellow line, but the blue line is unpathable. I haven't tested Cobra Canyon yet, but I'll be sure to make sure the bounds are acceptable before releasing it. Show nested quote +On September 16 2010 05:55 Antares777 wrote: Fairgrounds.
All of these maps are enormous though, and they NEED to be made smaller.
On Fairgrounds, consider relocating the islands. IMHO you cannot have them too close to the mains of Terran can fe there (or even lift off his original CC). Then he places turrets and that base is safe for like the rest of the game, if the other player even scouts it. I find it funny that you say the maps need to be smaller but you voted for the biggest one. I used to make smaller maps and try to use the space as effectively as possible, but with this batch, I wanted to try something different and make some larger ones. Personally, I do not like island expansions. I wasn't sure if I wanted to include them on the map, but I felt like the space could use something. I may remove them or move the islands to behind the 4ths. I'd prefer if they were semi-islands with access through rocks only.
I voted for what I think is the best map disregarding the size. If I took the size into account, I wouldn't have voted and just have told you that "none of these are good and need to be made smaller" but you, as with everyone else who posts a map on TL, want good feedback, as much as possible.
Rofl didn't know it was the largest, that is ironic.
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dezi
Germany1536 Posts
On September 16 2010 05:53 urashimakt wrote: Just to let you know, the yellow line around the edges of your map is the camera limit. Stuff beyond that, like some of your minerals on Cobra Canyon, can't be reached. Should either increase the camera limit or shrink your land a little bit. Wrong, you can move your troops until the blue line.
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If you get north/north or south/south positions reapers seems to fast, suggest you increase the distance
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I'd say cobra canyon as Moonlit Monastary just seems so much like most standard maps and imo it gets a little boring after a while.
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On September 16 2010 07:00 goldfishs wrote: If you get north/north or south/south positions reapers seems to fast, suggest you increase the distance I assume you're speaking about Fairgrounds. This is a concern of mine also. I'll probably change the gold in some way to help this.
On September 16 2010 07:05 Nub4ever wrote: I'd say cobra canyon as Moonlit Monastary just seems so much like most standard maps and imo it gets a little boring after a while. Kind of reminds you of Xel'Naga Caverns doesn't it?
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The voting has slowed down, and it looks like the winner is Moonlit Monastery. This is good because I liked it when I made it and it's one of the most complete maps on the list. I'm glad people liked it.
The second place map is Cobra Canyon which I'll probably complete also. I'm a little sad that Fairgrounds didn't do very well in the voting because I was enjoying working on it and using the Agria tile set. I'll probably complete that one eventually anyway. I'd love some suggestions on how to improve Fairgrounds.
Also, it appears that most people agreed with me on Cerulean. I was not quite happy with how it turned out, but I decided to include it in the vote anyway. So I'm glad it wasn't very popular and I won't be finishing it.
Thanks to everyone who voted and commented. I'm still working on more maps and these maps shouldn't take too long to complete. If you'd still like to vote and comment, the thread is still open.
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Ceruelan looks rly good. My vote goes for that map if its not too late. Dont skip it like u just said
I think it has the best locations for expos and i like how u fend attacks off by having highground. Seems funniest imo and its not reminding me about any maps that allready are in game. Nice work so far!
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I want a big, yet mostly standard map, since the beginning of beta there have been few or none maps like that. A huge map doesn't have to have close air or cliff distances... just make them far!
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Why does every map have to have two towers? What is the point of including them on every single map??? Is it like a mandate or something?
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On September 17 2010 11:33 Chronopolis wrote: I want a big, yet mostly standard map, since the beginning of beta there have been few or none maps like that. A huge map doesn't have to have close air or cliff distances... just make them far! These maps are generally bigger than the standard Blizzard maps. I haven't run them through the analyzer yet, but I have been attempting to increase distances.
On September 17 2010 12:16 Rev0lution wrote: Why does every map have to have two towers? What is the point of including them on every single map??? Is it like a mandate or something? Cerulean has four. The reason they usually have two towers is because an even number of towers is easier to place and balance. The towers are something new to SC2 so they haven't had much experimentation done with them. To me, they provide strategical importance to certain locations and help track enemy movement. No one says all maps have to have towers, but for now I am including them and would like to try different placements.
I played a few games on Moonlit Monastery last night with a friend to test it out and I found that in the early game the towers actually don't provide much benefit because they don't cover the main attack path. They become increasingly important in the later game once a 3rd, 4th, or Gold expansion is taken. I like this dynamic.
Also, the towers on Moonlit Monastery are on the low ground as opposed to most maps, where the towers are on high ground or behind LoS blockers. I think this gives the attacker some advantage when taking the tower since the defender of the tower usually has the advantage.
These are simple changes yet they may cause a big effect. I don't think we've explored every aspect of the Xel'Naga Watch Towers.
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