The SD Map Pool by SaltyDog and DeliCious
I am SaltyDog and I have been working with DeliCious, over the last few of weeks creating a map pool for an in-house on the EU servers. The games are hosted by DeliCious most nights of the week, obs and high level players welcome. ["1v1 + obs Diamond/Master!" - EU Channel: Looking for custom games 1/2 - private channel 'TZM']
I create the maps in the Galaxy Editor and DeliCious instructs me on dynamic balance and map structure. Delicious plays proficiently with all three races enabling him to provide a valuable input into the production.
I create the maps in the Galaxy Editor and DeliCious instructs me on dynamic balance and map structure. Delicious plays proficiently with all three races enabling him to provide a valuable input into the production.
Editor problems/ideas thread
DeliCious: "To perfectly balance a map is next to impossible there are so many factors to take in and consider. The goal is instead to reach an acceptable balance where all races can win and there are several different strategies to adopt specific to the map, yet still making sure that all the normal strategies work as well."
Our mapping style
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These maps are tested by and designed for high level players (although low level players should get just as much enjoyment from them). They tend to have easily defendable naturals and thirds, small diagonal main ramps, plenty of expansions and spacious designs. All those reassuring traits that we like to see (credit to ICCupDiamond for his post on the Blizzard forums). In some of my un-published designs I have also been experimenting with discouraging air harass on mineral lines and encouraging Reaper play. This is because I find Reapers a little under-used and have some issues with Mutalisks on my very large maps.
Our production process is fairly fluid, most maps start out imbalanced and gimmicky and evolve to become more playable and balanced after a series of small tweaks and heavy adjustments. Consequently the end product often differs from the original plan.
I try to decorate and name the maps with a theme relating to the tileset and occasionally the structure of the terrain. While several of my maps are ready to go public, I would not class any as 'finished'. Intricate decoration is not convenient at the moment due to the fact that they may all need some heavy adjustment. This is why some look unnaturally symmetrical. My maps tend to have perfect symmetry, this is partly down to obsession and partly because it insures positional balance. There will be pathing discrepancies due to doodad symmetry, this is something to iron out in the final edits.
I like bi-axial symmetry in 2v2 maps (Metalopolis) although I have yet to make one with limited spawn points(Shakuras Plateau).
With rotational symmetry, maps seem to look more natural; they appear to be less symmetrical. But in the case of 2v2 rotational maps (Delta Quadrant), if their structure is complex they can often be confusing to the player. Also I find inherent imbalances a problem with a 1v1 match on a rotational 2v2 map when players do not spawn cross-positions. I have one that I am working on at the moment but I feel limited in my choice of structure when designing them and find it difficult to come up with an idea I like.
Our production process is fairly fluid, most maps start out imbalanced and gimmicky and evolve to become more playable and balanced after a series of small tweaks and heavy adjustments. Consequently the end product often differs from the original plan.
I try to decorate and name the maps with a theme relating to the tileset and occasionally the structure of the terrain. While several of my maps are ready to go public, I would not class any as 'finished'. Intricate decoration is not convenient at the moment due to the fact that they may all need some heavy adjustment. This is why some look unnaturally symmetrical. My maps tend to have perfect symmetry, this is partly down to obsession and partly because it insures positional balance. There will be pathing discrepancies due to doodad symmetry, this is something to iron out in the final edits.
I like bi-axial symmetry in 2v2 maps (Metalopolis) although I have yet to make one with limited spawn points(Shakuras Plateau).
With rotational symmetry, maps seem to look more natural; they appear to be less symmetrical. But in the case of 2v2 rotational maps (Delta Quadrant), if their structure is complex they can often be confusing to the player. Also I find inherent imbalances a problem with a 1v1 match on a rotational 2v2 map when players do not spawn cross-positions. I have one that I am working on at the moment but I feel limited in my choice of structure when designing them and find it difficult to come up with an idea I like.
I currently have seven maps in production, four of which I have published on the EU servers. I may be publishing the other three soon.
Suggestions and possible balance issues are always good and I look forward to hearing them. But please try to be polite and concise with your input, take into account that map decoration is not such an issue at this stage and be sure that your points are relevant and correct.
Here are the maps...
Chau Sara Gorge
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Map info
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Status: Published
Revision: Theme in question
Info: 1v1 - size: 168x208 - tileset: Mara Sara - symmetry: rotational
My favourite dynamic on this map is the possibility to knock down you own back rocks, providing easy defence of the gold expansion yet moving out of position from your natural and main. This path can also be used to place an expansion behind the destructable rocks on the man-made structure.
The theme here is a standard bleak wasteland. As far as decoration goes, the terrain work lining the cliffs will need re-doing as well as plenty more Terran debris doodads. I am a little concerned about this theme as Chau Sara is the 'sister planet' of Mar Sara but I am unsure as to whether it's terrain is fitting with the Mar Sara tileset. It may need a name change
Revision: Theme in question
Info: 1v1 - size: 168x208 - tileset: Mara Sara - symmetry: rotational
My favourite dynamic on this map is the possibility to knock down you own back rocks, providing easy defence of the gold expansion yet moving out of position from your natural and main. This path can also be used to place an expansion behind the destructable rocks on the man-made structure.
The theme here is a standard bleak wasteland. As far as decoration goes, the terrain work lining the cliffs will need re-doing as well as plenty more Terran debris doodads. I am a little concerned about this theme as Chau Sara is the 'sister planet' of Mar Sara but I am unsure as to whether it's terrain is fitting with the Mar Sara tileset. It may need a name change
Map image
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Analyser image
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Braxis Critical
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Map info
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Status: Published
Revision: Examining openness
Info: 1v1/2v2 - size: 192x216 - tileset: Braxis Alpha - symmetry: bi-axial
This was the first successful map I made. The theme is a melt-down hence the larva used in the center of the map. Something about the overall feel of this map bothers me and I believe it is to do with the size of the central area. There is also something good and simple about the map and how it plays, this discourages DeliCious and I from changing it.
My favourite dynamic is the rocks at the entrance to the natural expansion. This idea has been incorporated more recently into the GSL map 'Crevasse'. I'm not sure whether this was inspired by Braxis Critical (probably the most viewed of my maps) but if it was, I am very flattered.
Revision: Examining openness
Info: 1v1/2v2 - size: 192x216 - tileset: Braxis Alpha - symmetry: bi-axial
This was the first successful map I made. The theme is a melt-down hence the larva used in the center of the map. Something about the overall feel of this map bothers me and I believe it is to do with the size of the central area. There is also something good and simple about the map and how it plays, this discourages DeliCious and I from changing it.
My favourite dynamic is the rocks at the entrance to the natural expansion. This idea has been incorporated more recently into the GSL map 'Crevasse'. I'm not sure whether this was inspired by Braxis Critical (probably the most viewed of my maps) but if it was, I am very flattered.
Map image
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Analyser image
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Black Shrine
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Map info
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Status: Published
Revision: No outstanding issues
Info: 1v1/2v2 - size: 184x184 - tileset: Ulaan - symmetry: bi-axial
Another fairly standard 2v2, this map has recently undergone some heavy adjustment in order to lengthen the rush distances and generally open up the whole map a bit. Although it seems similar to Braxis Critical differences in high ground organisation and the central structure make for very different dynamics.
The theme evolved from the centerpiece of the map. I had an idea to use doodads with custom colours and some spires to make a shrine, and this is what I ended up with. The global light colour is very dark grey. Due to the fact that there is no actual colour in the global light, the unit colours (especially Zerg) look very vibrant, but the rest of the map remains fairly dark.
Revision: No outstanding issues
Info: 1v1/2v2 - size: 184x184 - tileset: Ulaan - symmetry: bi-axial
Another fairly standard 2v2, this map has recently undergone some heavy adjustment in order to lengthen the rush distances and generally open up the whole map a bit. Although it seems similar to Braxis Critical differences in high ground organisation and the central structure make for very different dynamics.
The theme evolved from the centerpiece of the map. I had an idea to use doodads with custom colours and some spires to make a shrine, and this is what I ended up with. The global light colour is very dark grey. Due to the fact that there is no actual colour in the global light, the unit colours (especially Zerg) look very vibrant, but the rest of the map remains fairly dark.
Map image
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Analyser image
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Lunar bay
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Map info
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Status: Published
Revision: No outstanding issues
Info: 1v1/ - size: 112x192 - tileset: Monolyth - symmetry: reflective
My first and only reflective 1v1 map, Lunar Bay is aesthetically my favourite. The theme is simple, a lunar outpost on the coast (I am aware of how unlikely it is to find liquid water on the surface of a moon). I adjusted the specularity of the water and terrain as well as the global setting to make the light seem a little harsh. The beach is made by creating a sharp, deep drop using the height tool and then using the smooth tool, rendering it to a gentle curve.
This map was out of rotation for a while before I made some major adjustments in order to open it up a bit as it was a little cramped. You may notice that the analyser is slightly confused about this map (the left-hand side of the picture is more accurate.) This may be because the expansion above the main is accessible only by mining away the minerals that block it off.
Revision: No outstanding issues
Info: 1v1/ - size: 112x192 - tileset: Monolyth - symmetry: reflective
My first and only reflective 1v1 map, Lunar Bay is aesthetically my favourite. The theme is simple, a lunar outpost on the coast (I am aware of how unlikely it is to find liquid water on the surface of a moon). I adjusted the specularity of the water and terrain as well as the global setting to make the light seem a little harsh. The beach is made by creating a sharp, deep drop using the height tool and then using the smooth tool, rendering it to a gentle curve.
This map was out of rotation for a while before I made some major adjustments in order to open it up a bit as it was a little cramped. You may notice that the analyser is slightly confused about this map (the left-hand side of the picture is more accurate.) This may be because the expansion above the main is accessible only by mining away the minerals that block it off.
Map image
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Analyser image
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