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Sometimes, you want help with a map. Either you aren't sure where to go, or you're bad at one particular aspect of mapping (layout, terrain, doodads, balance, etc).
If you'd like some help, or want to collaborate, post here. If you'd like to offer to help or collaborate, also post here, and I'll post your name on the list.
Ask/offer collaboration if you want to share author credit. Ask/offer help for no author credit (A shout out in the description is nice though). Collaboration is much more in-depth than just help.
Offers: Help:
- Layout
- Balance
- iGrok
- monitor
- Barrin
- NullCurrent
- Terrain
- iGrok
- lowlypawn
- Koagel
- Johanaz
- lurkerbelow
- monitor
- NullCurrent
- Doodads
- Other
Collaboration:
- Layout
- Balance
- Terrain
- iGrok
- lowlypawn
- Koagel
- Johanaz
- WniO
- Zero.Tha.Hero
- Doodads
- Other
Requests: Just post here with an example image of your map and what you'd like help with
Oh, I suppose a format would help out.
Hey, I'd love to (help/collaborate)! I'm pretty good at (creating a layout/balancing features/texturing terrain/working with doodads), just look at this map: (image)
I'd also really like (help with/to collaborate on my new map. I need someone who is good at (creating a layout/balancing features/texturing terrain/working with doodads). Thanks!
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I would definitely like to help make some top quality melee maps. My strength is texturing / doodads. So I guess put me down for "terrain" and "doodads". I don't have any finished SC2 maps at this time (hopefully soon) but here is some of my work from WC3 (screen shots included). Dragon River & Degradation Lowly Canyon
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On December 12 2010 18:22 lowlypawn wrote:I would definitely like to help make some top quality melee maps. My strength is texturing / doodads. So I guess put me down for "terrain" and "doodads". I don't have any finished SC2 maps at this time (hopefully soon) but here is some of my work from WC3 (screen shots included). Dragon River & DegradationLowly Canyon
Is it important to you that you are credited as a co-author?
EDIT: Nice maps btw.
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On December 12 2010 18:25 iGrok wrote:Show nested quote +On December 12 2010 18:22 lowlypawn wrote:I would definitely like to help make some top quality melee maps. My strength is texturing / doodads. So I guess put me down for "terrain" and "doodads". I don't have any finished SC2 maps at this time (hopefully soon) but here is some of my work from WC3 (screen shots included). Dragon River & DegradationLowly Canyon Is it important to you that you are credited as a co-author? EDIT: Nice maps btw.
It would be nice. If I spend 40+ hours texturing a map, yea I would like a little mention somewhere "textured by lowlypawn" or something like that, nothing more. If someone creates a fantastic layout they should get credit for the layout. I'm pretty sure most everyone would want credit for their hard work.
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Agreed. Update OP to explain difference between help and collaboration. Alright, well I need some doodad work on my latest map... I want to do it myself but I've got another idea already going. Care to work together?
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Wow, this is a pretty good thread. I'm offering texturing and doodading of course, for earlier work look at collaborations with iGrok and EffectS, or at my own map Big S-Isle. I have also written some stuff on how I texture myself in the thread Good Map Textures by Peterblue.
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I can do terrain & doodads. I´m open to both helping and collaborating.
People always complement me on my texture work and doodading before they start throwing balancing and gameplay issues at me ;-)
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not really good at anything particular but can help with a little of everything (you can do the polishing)
just upload/or post a link to your map that you want edited also if you want a sc1 map remade (the terrain part) or you have bitmap layout or sketch that you want terrained then i can probably do that (you can polish)
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I'm down with collaborating, if someone has a good layout, i'm happy to help with the texturing. heres an example :+ Show Spoiler +
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Updated.
monitor, I put you under layout as well... tell me if that's wrong and you meant terrain painting by 'terrain'.
Also guys, feel free to request help too!
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I have come to request help. In particular, I would like help with terrain/texture and doodads. There doesn't seem to be a process yet for offers meeting requests, so I guess any of you terrain/doodad experts who would like to help me can pm me here or on bnet (I am pear.609).
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post a link to map or publish it unlocked (or someway to send it and i will check it out)
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I´d like some help with balance/layout.
I´m doing a smallish 1v1 map (114x117) and I´d like to get some insightful feedback before I start detailing too much.
Overview+ Show Spoiler +Apart from the main choke leading to the natural, there are an additional 2 entrances to the main: classic blocked back door leading to the gold/4th, and then a wide super highway leading directly to your opponent, blocked by 2 pairs of destructibles. I know a lot of people resent main back doors, but I have placed high ground that helps you defend those destructibles. Obviously there are advantages for T as well as P with the cliffs, so I have designed the flow of main>nat>3rd with Z in mind. Nat hatch is so close to main that you only need 1 tumor to connect. That also goes for nat to 3rd. Then there is the low ground in between, that should be easy to hold and stage attacks from. Analyzer pics+ Show Spoiler +
/Edit: killed the mains back door near the gold. Posted a thread with my map Gas Chamber.
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@ Barrin is not equal on both sides, so i don't know what it will look like until you get in the minerals/gas and start texturing to show off the different towers...looks too complex and might not be taken as seriously as more easier to grasp maps...so take away a few of the ramps/towers or make them more united/uniform and equal for both sides (neermind...u are using hatcheries to show one half...so is equal but i think it is still maybe too complex) u should paintbucket textures for now to get a better idea of "end look" and that would probably help
@Johanaz seems to be very good map actually...maybe add more doodad/refinery type ambience...darker lighting...maybe widen lengthen the middle a little more and add a more complex sewer aqueducts area..maybe fight in the sludge water...maybe the middle could be a bridge that leads straight 2 enemy base...so techincailly there are 3 ramps to base which might be scary for some ppl...maybe get rid of the middle (natural) and make the side ramp base the natural, then a gold...seems like 2 much minerals in such a compact area for 1v1 (but i think it would be alright if u keep it how it is because it is very interesting map design)
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Hyrule18930 Posts
What you have here, friend, is the makings of a new map team.
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@Barrin: Double expo islands can only be taken by one person. Also, there aren't really any paths not watched by XWTs. I'd try trading the middle-est expo for paired expos where the XWTs are right now, and moving the XWTs to the two small square highgrounds, with a ramp. Also one at the bottom square hg would work.
@Johanaz: Soooo many backdoors into the main. They would be really cool on a natural, with a very protected main, but this design will open up the main to LOTs of pressure later on. I do like the 4gas expos. The problem is just that the main is the hardest base to defend.
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I guess I could sign up for a collab. I would say my strength is in layouts, or at least that's the part I enjoy the most.
Also, if there's a map that you particularly like in the WIP section of my map thread that you would like to do the texturing/doodads for, I might be willing to try that.
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