like dat? just an idea
Map Collaboration Thread - Page 6
Forum Index > SC2 Maps & Custom Games |
TibblesEvilCat
United Kingdom766 Posts
like dat? just an idea | ||
WniO
United States2706 Posts
Collaboration: Alright i know this thread is based mostly on melee maps, but i really would love help with a custom map im working on. I need someone who is great with triggers and events. My idea for the map is basically a new take on the nazi zombies from what treyarch has produced. Heres a screen of what the map looks like so far. If you or someone you know would like to help me make this let me know here or in a PM. If you would like me to go into more detail on what i want accomplished just hit me up. Depending on how much triggering there is involved im going to assume the credits will be in your name mostly, with original idea and details by me. Im planning on getting the layout done before the week ends. Im very committed to this project and will be the main tester for whoever is doing the triggers. I also have a few friends that can help. thanks. And if any of you want to help or give ideas for this and i like them i will put your name in the credits. thanks yo! | ||
InfestedHydralisk
Netherlands110 Posts
So don't put me up yet! :p I will put up some stuff to show if I decide to sign up for it. | ||
WniO
United States2706 Posts
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NullCurrent
Sweden245 Posts
But I'm a programmer, so I will be able to learn it quickly, if I have the time. @iGrok: Add me on the help sections for layout, balance and terrain. I want to give something back to this thread | ||
EffectS
Belgium795 Posts
---- Some guy named EunByuL left this at my personal concept page (da link) though i'd help him out. LOL. ---- Imo, the main looks way too small and I can't figure out where the ramps (?) are really. Maybe supply a better picture? :D | ||
Samro225am
Germany982 Posts
1,2,3 and 4 are the mains. I I and I I should be the ramps. nat choke looks good. centre looks too open and boring. corner expansions should have DRs in the space of potential cc to deny Terran fly-ins. chokes are to long/narrow. the layout showcases well why rotational symmetry can produce positional imbalances (distance third to nat) suggestion: move third more towards centre and get rif of ramps from nat to DRs | ||
EffectS
Belgium795 Posts
here | ||
GreedyShroom
Sweden1 Post
Version 1 + Show Spoiler + Version 2 + Show Spoiler + Playable bounds 112x120 Concerns: -Area in front of natural feels too big. -Back door ramp into the natural. -Side path and third might be too wide. P.S. Straight lines will be removed when I start working on textures. | ||
Blurb
Denmark55 Posts
Editor Screenshot + Show Spoiler + Analyzer Summary + Show Spoiler + | ||
Johanaz
Denmark363 Posts
On February 13 2011 22:39 GreedyShroom wrote:+ Show Spoiler + Got a map that needs feedback. Also it's my first map that didn't get scraped due to retarded layout. Got two versions of the map and need help with deciding which version I should use. Version 1 + Show Spoiler + Version 2 + Show Spoiler + Playable bounds 112x120 Concerns: -Area in front of natural feels too big. -Back door ramp into the natural. -Side path and third might be too wide. P.S. Straight lines will be removed when I start working on textures. I´d go for version 2, cause the map is smallish and you don´t wanna have towers inside each of the gold bases. Towers should stand alone and be a strategic objective imo. Perhaps move third a bit further away and move the (natural backdoor) ramp closer to the center. On February 14 2011 01:12 Blurb wrote: Could use feedback (balancing) and help with general doodad/texture. Editor Screenshot + Show Spoiler + Analyzer Summary + Show Spoiler + I´d try and make the map a little more standard; I mean simpler layout with the bases more "composed" (clean looking) plus you have a lot of streched narrow paths. Start with simple maps then increase complexity as you learn more about gameplay and using the editor in general. Try and search for maps with Char tileset and see what other people did. Char has 4 types of doodads: plants, creepy organics, minerals/crystals and fire. Try and find a theme that fits your vision of the map. | ||
EunByuL
Vietnam77 Posts
Are these positions too close? It's a 4-player map and the other positional balance is like 20 units longer than these close positions. I'm not worried about 130 units rush distance, but I think 100 is too close? And if it really is too close, any suggestions on how to fix? | ||
Johanaz
Denmark363 Posts
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EunByuL
Vietnam77 Posts
On February 16 2011 20:59 Johanaz wrote: It´s longer than Lost Temple, Metalopolis and Delta Quadrant close positions. I think you´re good. If you want to increase the distance a bit you could just extend the gaps outside the naturals a bit towards the center. Ok, so I guess I'll keep it like that then. I'm looking for someone really experienced with textures/doodads since I'm really terrible at it myself. If you're up for the task, please send me a PM with a good reference (pictures/maps) so that I can decide if you're really what I'm looking for. This map will probably be submitted for MotM #3 if it is properly textured/doodad'ed before then. Also, if someone would like to check up on balancing with me I'd be happy to accept. Most of the time I think I'm good balance-wise, but this might just be my ego. So I think it's a good thing to check up on other mappers to check if the map is balanced enough. Lastly I might be looking for someone who knows his way around triggers and custom GUI's for an additional mod of the map I might be making. | ||
Zero.Tha.Hero
Canada155 Posts
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ihasaKAROT
Netherlands4730 Posts
Heres the overview: + Show Spoiler + Now Ive been pointed out correctly that the XWO (xelnaga watch obelisks, making this a thing ) are not fair in close spawns. Theres allways 1 player that spawns closer to it. Things I've had in mind and broken my head over so far : - If I shift the main ramp to the right, the 'backdoor' has got to go. That will make the 3rd way too easy to hold imho - If I twist the middle, the XWO are going to be in a way different spot, making my little obelisk power grid thing way ugly - If I redo the middle completely I gotta remove the gold expo in the middle. Now I did plan on that, but I need something to justify 4 towers checking it out. It has to be thát important - If I shift the whole outter ring around to make it balanced, the obelisk powergrid ends up in the 4th and near the backdoor, making it even more imbalanced in the end. Im running out of ideas... Really appreciate some help. | ||
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