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woahh that gif is sickkkk. favorite map so far is still varuna
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You've certainly come up with new ideas, and you've definitely improved. You're one of the most innovative people here, and you're not afraid to take risks. I like that.
Nice banner btw.
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"Maps I have completed/abandoned so far:" Nice philosophy. Too few people realize that mapmaking is fueled only by enthousiasm. So it's nice to remind viewers that their posting on said maps is vital, you did it on a subliminal level, euhhh I just ruined that by stressing that fact... Misty Mountain has no picture showcasing top view? Nice map pack, keep em coming.
edit: + Show Spoiler +
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One of the more talented mapmakers on the forum. Mad props to you good sir :D I'm a fan.
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Updated with pics of WIPs Concrete Dreams and Vespene Vengeance. Added 4 extra expos on Naraka II (didn´t wanna bump it).
/Edit: Concrete Dreams changed name to Temple of Thunder.
//Edit: Temple of Thunder changed name to Thunder Temple .
///Edit: Thunder Temple - Korean name changed to 천고의 신전 thanks to TrinitySC
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I´m working on a new map, Xenolith.
It´s about 132x120. I think it´s pretty close to being balanced as it´s comparable to Xel Naga Caverns in terms of layout and openess vs chokes, but there may still be a few problem areas. I posted a 90 deg. rotated version in the collaboration thread, and iGrok commented on the narrow paths and neutral bases (Morrow).
I took that to heart and did some modifications:
I think all bases are now pretty much affiliated and there should be just enough space for flanking.
90 deg. overview & Analyzer pics in OP.
v 0.2 published on EU. Please try it out and let me know how it feels gameplaywise. I´m particularly interested in the whole P deathball / Z surround dynamic.
edit: put in a new pic
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At first I wanted to ask (with a nice paint picture^^) what the expansion pattern is but I think I understand it now. Looks really good and I can clearly see the Xel'Naga Caverns inspiration
Can you siege the gold bases from behind? Seems like there are two potential 3rd's that are easily defensible with Force Fields but they are very far away from each other so that might not me a problem. Seems like it could be too choked tho and Zerg has to go really far to set up good flanks in certain areas. Imagine Protoss not going the direct nat-nat way but around at the outisde. Zerg will never be able to engage. Then again, cause this is a longer way I guess that's when counter attacking comes into play. I'd be interested as well how things work out in PvZ.
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dezi
Germany1536 Posts
Nice to see that you now also got a thread Quagmire (Family Guy? ^^) and Xenolith look somewhat similar (Layout). Is this on purpose? Seems to be hard to tell which version fells better.
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@Ragoo: Thanks. Yes you can snipe the gold. There is a protruding cliff where 3 or 4 tanks have range. There´s another spot further down where 1 tank can snipe the golds gas. See picture:+ Show Spoiler + The tanks will need support for vision though, and they will be sitting ducks on that ledge.
@Dezi. Yeah, I have about 5 playable maps so far, and it´s nice to have a home Quagmire as in Swamp/Trouble (double meaning). And yes, they are identical except for the orientation and texturing. I got a bit sick of trying to invent a green alien swamp theme, and I think this orientation is more widescreen friendly.
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um.. if i may..
"성전천둥" is a really awkward translation of Thunder Temple. It actually doesn't even mean Thunder Temple; rather, it means Chapel Thunder xD
I recommend "천고의 신전", because "천둥의 신전" sounds rather awkward - the words don't go along too well. The former also has that "sacred" vibe to it if you know what i mean They both basically translate into Temple of Thunder :D
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xenolith has a clean, unique look, I like it!
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On January 30 2011 06:08 TrinitySC wrote:um.. if i may.. + Show Spoiler +"성전천둥" is a really awkward translation of Thunder Temple. It actually doesn't even mean Thunder Temple; rather, it means Chapel Thunder xD I recommend "천고의 신전", because "천둥의 신전" sounds rather awkward - the words don't go along too well. The former also has that "sacred" vibe to it if you know what i mean They both basically translate into Temple of Thunder :D
You may indeed! Can´t thank you enough! As you might have guessed I used an online translator and they are seldom accurate.
On January 30 2011 06:46 dimfish wrote: xenolith has a clean, unique look, I like it!
Thanks! It´s coming along pretty good but I´m still struggling with the layout. I have a choice to make between 2 options:
Version 1:+ Show Spoiler +12 o´clock expo borders the main and sits on the same high ground as the natural, making it a probable 3rd for T or P (Z would probably chose the open low ground).
Version 2:+ Show Spoiler +Here I cut in with low ground, making the natural much safer but the 12 o´clock is now much harder to take and more "neutral". It´s a tough choice. Right now I´m leaning towards version 2 because the 5 o´clock expo is still a relatively easy 3rd, and the 12 o´clock is a bit more isolated and less of a corridor.
Which version is better and why? Is there an even better 3rd option?
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Option 1 has an easier 4th. Thats the way I would look at it. P and T will probably also take the lowground because they are usually less mobile than zerg, and would otherwise have a lot of ground to have to cover.
So with that in mind, do you want an easier 4th or a harder one?
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I like version 1, it's simpler and effective. If it's like iGrok says and the issue is about a 4th base, that's a pretty low priority issue in the overall map. I always look for the cleanest solution, let the rest of the map's quirks just fall out of that
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I agree with iGrok and dimfish. Version 1 gives the map a better flow and also makes it easier to hold the 12 o'clock expansion while also making an additional attack path (but it is probably suboptimal because of the main looking out over it).
I like the general layout of the map, nice work!
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We have tested 3 of your maps in a tournament with a good deal of master league players. The result was a very positive review of Varuna especially, but also Mud Rock and Thunder Temple recieved praise for being excellent. Balance of course takes a lot more than 20 games to asses, but the players were generally more satisfied with these maps than the laddermaps.
However: To really get through to the big tournaments there is still a long road. Most people just don't want to have to train on too many maps for tournaments and especially maps not in Blizzards 1v1-mappool are hated. There simply needs to be some further actions from Blizzard before you can really break through. In the meantime: Talk to ICCUP since your maps are excellent and they seem to have contacts with ESL.
Thanks for the excellent maps and good luck in the future. You really have a talent for this!
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Map thread is now up to date
Added a sketch book to the OP (and below) show you guys some of the concepts I´m working on atm. I´d like for you guys to take a look and tell me which one you´d like to see brought to life.
Sketch book:+ Show Spoiler +I hope you can imagine where I mean to place expansions. Gold bases are on the low ground within Watchtower range. I really want to implement destructible bridges for this concept, but I´m gonna need the help of a skilled data editor. I imagine the 4 bridges to the center being destructible as well. Middle might have 4 gas expo. Standard 4P map a la Shakuras Plateau. I intend to use the height tool to make big realistic looking mountains including in the center. Space/industrial 2P map, might have destructible bridges as well if I ever work it out. Thanks for looking through these
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Out of the three versions you made for the first map in your sketchbook I prefer the first one but with the ramps to the gold being like they are in the other two versions, so you have a longer/harder nat-nat route in in horizontal spawns (that is if you want to make horizontal possible at all).
Out of the other sketches I like the last one the most (maybe just cause it's 2spawn and you can get more innovative with it^^). But if you get destructible bridges to work I'd like to see the second as well.
Did you make any progress with destructible bridges so far?
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Thanks for the feedback. I have been through many versions. I´m trying to get the best ones tested by good players. The map will be called Crimsonite and I will put up its own thread soon.
Current version is this screenshot:
Analyzers:+ Show Spoiler +
I haven´t made any progress with those destructible brigdes. They might appear with HotS, but who knows I will try harder now that funcmode came back from his computer and internet breakdown, and decided to join team TPW!
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