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(3) Planeswalker
My 2nd attempt at a 3 player melee map, this time with a somewhat funky tileset.
Updated:
Aerial view: + Show Spoiler +
Changelog: + Show Spoiler +-Opened up the mid a bunch, lowered the mid high ground and opened up the entrance. -Widened the narrower lower ramp from third (it'd then be less narrow now ). -The island expos have a 1 mineral node blocking the cc landing zone. -Mains enlarged. -Removed pillar in front of nat.
sc2mapanalyzer openess comparision: + Show Spoiler +old new
The mid is now the shortest attack path if you take the narrow ramps, the wider mid ramps will take a tad more time but allow bigger army movement and less getting stuck at chokes. The third remains the primary big/slowpush way I guess though as the mid is surrounded by cliffs (easier air harass) and does not happen to have an expo and is like a few units longer.
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OLD:
Playable 130x129
Closer look: + Show Spoiler +Mains have 8min 1gas Expos have 7min 2gas (nat & 3rd)Semi-islands have 6min 1gas Middle, tower covers it just about perfectly (sees down small but not normal-size ramps)
Sc2mapanalizer:
Bases + Show Spoiler +
Distances + Show Spoiler +
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I'm a bit torn whether there is need for more connectivity somewhere:
in front of third or ...from wide-midramp to nat? + Show Spoiler + to open it up a bit or if the many alternate paths will suffice.
Anyways, feedback appreciated.
Noted already: Mains may need to be fixed a bit in respects to different harrassing capabilities based on relation to island expos (some mineral lines reachable while others not).
iNba poll:+ Show Spoiler +Poll: Map favorsterran (10) 71% protoss (2) 14% zerg (1) 7% no imbalances to speak off atm?! (1) 7% 14 total votes Your vote: Map favors (Vote): terran (Vote): zerg (Vote): protoss (Vote): no imbalances to speak off atm?!
If 1-3 then why
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Other map threads/projects:
(2) Flying squirrelpony?
[Map thread], SCBW conversions and custom melee maps.
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Think you need to change the terrain for the map a bit to make atleast the mains and naturals the same size.
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Can all three players walk from the main to the end of the ledge that wraps around the natural? Are all three ledges equal width?
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I like the idea for the map and the textures are nicely done! We need more 3 player maps put into the 1v1 pool.
I think you should do something with the walled off expansions next to the bases as that makes for too easy a 3rd for terran (CC float). Also the ramps leading to the main ground could be a little wider.
Definitely a potential map.
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If you can fix the mains, I think this is the best custom map so far.
Good job.
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The top main looks so small?
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I'm concerned that so many of the pathways are very tight. Units just need some room to run around, all races! How about simplifying the parts that touch the center by fusing the two little ramps into one big ramp?
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Yes the mains are a bit off, looking to fix that in a few ways I guess.
On July 02 2010 07:06 mucker wrote: Can all three players walk from the main to the end of the ledge that wraps around the natural? Are all three ledges equal width?
the cliffs are walkable It's just about the same for each nat, sort of jaggedy wide/narrow to begin with and a more narrow end.
On July 02 2010 07:07 konicki wrote: I like the idea for the map and the textures are nicely done! We need more 3 player maps put into the 1v1 pool.
I think you should do something with the walled off expansions next to the bases as that makes for too easy a 3rd for terran (CC float). Also the ramps leading to the main ground could be a little wider.
Definitely a potential map. was initally going to have a second path leading to island from 3rd, might work that in again, it's a really shitty expo to take though if your enemy has ranged stuff and control of the cliff (Might just put a mineral node with like 1 mineral to make you get an scv there, or turn it into mineral only and keep it.)
Mid ramps yes, under some reconsideration perhaps.
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Actually, all the mains look relatively small (but I have bad eyesight).
Good job on this! I really like the titleset and this is, I think, the first three spawn map for SCII (not counting BW remakes)
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On July 02 2010 07:32 Antares777 wrote: Actually, all the mains look relatively small (but I have bad eyesight).
Good job on this! I really like the titleset and this is, I think, the first three spawn map for SCII (not counting BW remakes)
Yes the mains are a tad small at the moment "I think" (especially top), need to fix them up a bit.
My first map was a 3player one (not the best one though) it's in the thread linked in the op. Also seen one or two more "I think"
On July 02 2010 07:31 dimfish wrote: I'm concerned that so many of the pathways are very tight. Units just need some room to run around, all races! How about simplifying the parts that touch the center by fusing the two little ramps into one big ramp?
Yes probably widening the mid access somewhat.
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Leave them small. You can fit a ton of guys down even a small ramp in SCII and having narrow walk-ways is cool.
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Heyy this map looks freaking awesome. Excellent execution of the concept.
I have one glaring issue with this map however. I absolutely hate the small patch of higher ground between the natural towards middle/expos
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The map itself actually looks small as well (I have bad eyesight). The middle high ground is really small if it can get covered by just one watchtower. also the ramps leading up to it look very thin.
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Reminds me of Moonglaive. Looks like a good map! Nice job!
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On July 02 2010 10:54 Antares777 wrote: The map itself actually looks small as well (I have bad eyesight). The middle high ground is really small if it can get covered by just one watchtower. also the ramps leading up to it look very thin.
It's about the size of lost temple (afaik)
pic of middle with units:
the mid may need some more opening up but the map should not really be too focused on that (an open mid) since as can be see (from the analysis pic) the mid is actually not the shortest path towards your opponent, the 3rd is. The mid is mostly an alternate/outer path (may still warrant some widening) as well as a more direct path if ones opponent expos at the far third.
On July 02 2010 10:48 larjarse wrote: Heyy this map looks freaking awesome. Excellent execution of the concept.
I have one glaring issue with this map however. I absolutely hate the small patch of higher ground between the natural towards middle/expos
That patch kind of was mean to protect the nat earlier, not needed now, can probably go I guess.
Just need some beta to test my maps :'(
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far third? so it's not symmetrical?
And yeah the center is larger than i thought
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I'm really digging the texture of the map, it's like some sort of plateau. Very unique, nice change from the normal grassy or city looks.
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paths are all too tight, favors terran/disfavors zerg.
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On July 02 2010 11:25 Antares777 wrote:far third? so it's not symmetrical? And yeah the center is larger than i thought
I mean the third towards the empty base, the thirds are in ways kind of up for grabs as in they are about the same distance away, the ramp setup differs a bit though.
On July 02 2010 11:30 Chronopolis wrote: I'm really digging the texture of the map, it's like some sort of plateau. Very unique, nice change from the normal grassy or city looks.
It's a mish mash of textures from mar'sara to shakuras
On July 02 2010 11:31 CharlieMurphy wrote: paths are all too tight, favors terran/disfavors zerg.
mostly the mid that needs some work perhaps, opeingn that up would leave some wider paths. along with the thinner circle one. Pillar thing in front of nat also on the way out.
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Oh I see... I like the texture as well. I agree the middle does need to have larger ramps to it.
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Just saying, it would be awesome if instead it was a 5 person map, with a white area, a blue area, a black area, a green area, and a red area. But it would obviously not be balanced, because Blue is the superior color.
But as for your map, with a name like "Planeswalker" it'd be really cool if you have dramatic tileset changes. Not map changes, but just cool aesthetic changes.
As for map changes, I think the ramps should be widened in order to create more 'fluid' feel. Or maybe I've played too much BW where if I send my dragoons to go up a small ramp, they get across by the time my carrier fleet is built and causes gg. But with a wider ramp, the paths would be a lot more maneuverable, easier for large armies to attack. Not just the mid, but also the paths up to the ramp to the third
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The way the map transitions from low ground to high ground as you get closer to the center is super terran imba. Good positioning on the 3rd, though. Mains are really small, and the "island" at the bottom right has a really small choke, unless it actually is an island O.o
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Off topic:
+ Show Spoiler +
On topic:
I think the mains should be a bit bigger, and the middle chokes should be wider (wider ramps). Other than this, looks really good! Maybe some symmetry problems, but I don't think they are a big deal.
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On July 02 2010 12:21 monitor wrote:Off topic: + Show Spoiler +On topic: I think the mains should be a bit bigger, and the middle chokes should be wider (wider ramps). Other than this, looks really good! Maybe some symmetry problems, but I don't think they are a big deal. Wow, you had quite an improvement over your first map.
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Yep, the paths are a bit tight I guess, widening some of them (mostly the middle, the narrow 3rd ramp perhaps) when I got time (tomorrow probably).
On July 02 2010 12:06 LSB wrote: Just saying, it would be awesome if instead it was a 5 person map, with a white area, a blue area, a black area, a green area, and a red area. But it would obviously not be balanced, because Blue is the superior color.
But as for your map, with a name like "Planeswalker" it'd be really cool if you have dramatic tileset changes. Not map changes, but just cool aesthetic changes.
As for map changes, I think the ramps should be widened in order to create more 'fluid' feel. Or maybe I've played too much BW where if I send my dragoons to go up a small ramp, they get across by the time my carrier fleet is built and causes gg. But with a wider ramp, the paths would be a lot more maneuverable, easier for large armies to attack. Not just the mid, but also the paths up to the ramp to the third
Kind of tried that look out, didn't really work too well, the red and blue were easy (same sand texture, different color), but I never really got it to work. Ramps getting a bit wider.
On July 02 2010 12:14 GenesisX wrote: The way the map transitions from low ground to high ground as you get closer to the center is super terran imba. Good positioning on the 3rd, though. Mains are really small, and the "island" at the bottom right has a really small choke, unless it actually is an island O.o
The Island is basically an Island with a small destructible rock choke (hence semi-island). Will probably add a single mineral patch there to block early cc lifting.
On July 02 2010 12:21 monitor wrote:Off topic: + Show Spoiler +On topic: I think the mains should be a bit bigger, and the middle chokes should be wider (wider ramps). Other than this, looks really good! Maybe some symmetry problems, but I don't think they are a big deal.
Chokes getting widened some places. the symmetry is a bit off somewhere, worst bits (the mains/nat?) getting worked on. Then again the rotationally symmetric maps generally have some inbalances in the fact that they are different for each player every time pretty much (sometimes not cross-position?). On the other hand they are larger than 2 player maps and therefore offer less 2 player map cheese? (see Flash's win ratio being 4player>3player>2player by a decent margin actually compiled somewhere for an example)
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Me one concern with this map is terrans dropping tanks on the cliffs above the nat. The pathways are fine for zergs, imo, because there are alternate routes to take.
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On July 02 2010 14:07 itzbrandnew wrote: Me one concern with this map is terrans dropping tanks on the cliffs above the nat. The pathways are fine for zergs, imo, because there are alternate routes to take.
It's really just an extension of the main, a narrow one at that; which stretches out around the nat. Not a thing seen in any of the sc2beta maps but not an unfamiliar concept from older bw ones.
Should be a lot easier to defend than the lost temple cliff f.x
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The cliffs behind the natural need to go. Or make sure nothing can land there. Thats super OP.
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i fucking hate you...(not really but im pissed)
i have sketched a map idea that looks...almost FUCKNG IDENTICAL.
even has 'semi islands' aka cliff expansions only accessible by drop....
its 3 player natural same orientation
there are two golds in the middle though, but honestly the map looks the same. now im not gonna make it lolol...
-.-
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Update:
Aerial view: + Show Spoiler +
Changelog: + Show Spoiler +Opened up the mid a bunch, lowered the mid high ground and opened up the entrance. Widened the narrower lower ramp from third (it'd then be less narrow now ). Island expos have 1mineral nodes blocking the cc landing zones. Mains enlarged. Removed pillar in front of nat.
sc2mapanalyzer openess comparision: + Show Spoiler +old new
The mid is now the shortest attack path if you take the narrow ramps, the wider mid ramps will take a tad more time but allow bigger army movement and less getting stuck at chokes. The third remains the primary big/slowpush way I guess though as the mid is surrounded by cliffs (easier air harass) and does not happen to have an expo and is like a few units longer.
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I like the changes quite a bit, but i still think the 3rd next to each main is a little op for a floating CC.
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On July 03 2010 12:13 konicki wrote: I like the changes quite a bit, but i still think the 3rd next to each main is a little op for a floating CC.
1 mineral nodes
You need drop tech or rock breaking.
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On July 03 2010 12:26 Grebliv wrote:Show nested quote +On July 03 2010 12:13 konicki wrote: I like the changes quite a bit, but i still think the 3rd next to each main is a little op for a floating CC. 1 mineral nodes You need drop tech or rock breaking.
You could float a CC with one scv and land near it, then mine it, then move where your CC to where the 1 mineral was. You should consider adding destro. rocks there.
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On July 04 2010 11:20 monitor wrote:Show nested quote +On July 03 2010 12:26 Grebliv wrote:On July 03 2010 12:13 konicki wrote: I like the changes quite a bit, but i still think the 3rd next to each main is a little op for a floating CC. 1 mineral nodes You need drop tech or rock breaking. You could float a CC with one scv and land near it, then mine it, then move where your CC to where the 1 mineral was. You should consider adding destro. rocks there.
I think if he moves that mineral patch a little to the right or adds another it'll make it impossible to land a cc anywhere. Might be impossible already, dunno.
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On July 04 2010 11:20 monitor wrote:Show nested quote +On July 03 2010 12:26 Grebliv wrote:On July 03 2010 12:13 konicki wrote: I like the changes quite a bit, but i still think the 3rd next to each main is a little op for a floating CC. 1 mineral nodes You need drop tech or rock breaking. You could float a CC with one scv and land near it, then mine it, then move where your CC to where the 1 mineral was. You should consider adding destro. rocks there.
The mineral blocks the cc from landing by about 2 hexes
Rocks would turn this into less of an usable island, it's positioning is as bad as it gets unless you have control of the overlooking third.
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Well if you can't land there, looks good. I think low mineral patches blocking pathways could be used more in SC2 maps.
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