|
Random intro: + Show Spoiler +Hi, as most of you know, I'm a pretty aweful mapper. Therefor I'm trying to communicate with the community (you guys) as much as I can. Afterall, you're the guys that are gonna play the map.
Therefor, I made this. A thread where I can post all my terrible or awesome map ideas, hand them to the community and receive glorious feedback! After which I can change stuff up on the map or tell you guys to suck it up... either way! Here goes! For you consideration, I'll only post analyzer images, cause I don't (attempt to) texture until my map is fully completed. Therefor I think stuff is better visible in the analyzer. So tell me what you like or dislike, and maybe your wish may be my command!
Updated!! (2011-02-12)
#1 (Current version):
Previous versions: + Show Spoiler +
|
i think theres some unused space between the mains and the fourths. i do like the destructible debris positioning as it extends the rush distance between all bases. it has a cool design though.
|
You need to make sure there's enough room between the golds. I can't really tell from the picture. Are those mineral-only golds? The may as well be non-expos then :/
My suggestions would be to add gas to the gold bases and throw up an LOS blocking curtain between them (like between the rocks)
I like the layout though, good concept!
|
I fear that the natu to nat distance is the same as Steppes'.
|
dezi
Germany1536 Posts
The map looks to small and the HY might not be worth it. Can you give us infos about the size?
|
get rid of this crappy mineral only expos. why do people put them in every other map?
|
On January 23 2011 21:31 Zeon0 wrote: get rid of this crappy mineral only expos. why do people put them in every other map?
Tbh, the reason it's a mineral only HY expo is because atm there's not enough room. I was just checking with TL.net if this set-up is good tbh and to force some changes. ^_^
|
extend the size of the map, if u use the filltool of 1 texture it leaves a thin line of the the cliff edges u can follow that to make some bits larger.
|
Ok, here's what I want to do:
Change lay-out of main into natural - for 1 creeptumor connection
-
Create more room the third (HY third) by compressing natural
Create natural backdoor closer to the natural and not weirdly placed as it is now
Change natural mineral line to double geyser towards the main instead of splilt geyser
-
Compress space between natural and third (not HY third)
-
Add a fourth base, if possible not akwardly close towards enemy main between third (not HY third) and enemy main
-
Increase map in total size
-
Make HY third not akward by decreasing open space by adding natural feeling crack that runs through center
Tell me what you think of these changes. It'll take a while for me to produce the next updated concept pic so please bare with me. ^_^ (didn't take me that long, I was focused enough to pull through!)
Updated, check OP.
|
The new map is a real improvement on the first one! Keep it up!
|
Sorry for my shameless bump. I need some more replies to make this thread work. So viewers, if you'd please take the time to write up what you think about it ^_^. I'd deeply appreciate it.
|
dezi
Germany1536 Posts
Everything looks so tight, so small (but i also use v1.4.6 of the Analyzer). What's the size of the map?
|
Thats one small map
However the whole idea behind it I absolutely love. Theres still alot of options in what to do and how to attack. But I do think the map should be streched a little to give a little more room for combat in the middle.
Great concept tho
|
It feels like all SC2 maps are small and with a TON of chokes. Not saying all maps need to be big but it would be nice with some open maps tbh.
|
Thanks for all your replies. The maps playable size is 100x108. I tried to create a map that's not too big in size, as you can see from the previous version of the map, which was even smaller. This because smaller maps force more fights and make positioning more important. Also I don't think having this map rather small is bad because the rush distance is lenghten by quite a bit because of the destructable debris, which btw is perfectly defendable from the high ground of the main.
|
dezi
Germany1536 Posts
Smaller map have more chokes and thus favoring T vs Z and P vs T but it's actually quite hard to judge just with the Analyzer pictures.
|
On January 25 2011 01:55 dezi wrote: Smaller map have more chokes and thus favoring T vs Z and P vs T but it's actually quite hard to judge just with the Analyzer pictures.
Ye, I think P is strongest on this map, due to strong 2 base play by wall-ing of the natural and later opening the destructable debris. However, I believe both T and primarily Z have alot of options to flank the opponent. Therefor, I think it's pretty balanced?
|
dezi
Germany1536 Posts
I just see 'place Forcefield here' areas and no flank areas in the mid :p Is this a tripple size ramp to the 3rd?
|
On January 25 2011 02:37 EffectS wrote:Show nested quote +On January 25 2011 01:55 dezi wrote: Smaller map have more chokes and thus favoring T vs Z and P vs T but it's actually quite hard to judge just with the Analyzer pictures. Ye, I think P is strongest on this map, due to strong 2 base play by wall-ing of the natural and later opening the destructable debris. However, I believe both T and primarily Z have alot of options to flank the opponent. Therefor, I think it's pretty balanced?
besides chokes, I think many cliff level hurt Z, becaue with a few tanks they do not get anywhere near the top of ramp. T can happy-turtle on three base and then tankpush, i guess.
to make things worse, third is almost(?) closer to opponent's base, so if Z tries to get map control, T will drop whatever they like pretty much anywhere on this small map while defending with tanks on nat/third cliffs.
the air distance is really short compared to long walking rush distance.
what can you do? I would make the map bigger (118x118), use the space better (third and fourth) and open the centre and do something more interesting with gold and/or fourth.
probably it helps when you try to imagine where you would like to position your army when something specific happens?
|
On January 25 2011 02:42 dezi wrote: I just see 'place Forcefield here' areas and no flank areas in the mid :p Is this a tripple size ramp to the 3rd? There's 4 entrances to the opponents side, I think except from facing a protoss death ball, every other race has a real good chance to flank the enemy. And yes, both ramps going to the third are 3's.
On January 25 2011 02:50 Samro225am wrote: besides chokes, I think many cliff level hurt Z, becaue with a few tanks they do not get anywhere near the top of ramp. T can happy-turtle on three base and then tankpush, i guess.
to make things worse, third is almost(?) closer to opponent's base, so if Z tries to get map control, T will drop whatever they like pretty much anywhere on this small map while defending with tanks on nat/third cliffs.
the air distance is really short compared to long walking rush distance.
what can you do? I would make the map bigger (118x118), use the space better (third and fourth) and open the centre and do something more interesting with gold and/or fourth.
probably it helps when you try to imagine where you would like to position your army when something specific happens?
Sorry that maps with no cliffs aren't mainstream. Have you ever heard about mutalisk, this is the reason why I put both geysers towards the main in the natural, I don't put dual geysers for no reason. This is also the reason why air distances are so close.
I aplogize if I sound pissed atm, I just lost a LoL game which naturally makes me pissed. ^_^
|
|
|
|