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Created this to learn more about map making and the editor itself. Its currently a work in progress but wanted some feedback on balance issue or any things I should add or take away. This is my second shot at map making.
Concept Basic 1v1 Melee map. Like my last map I wanted to try to keep it a bit more open than most maps. I'm wanting to keep the expansion semi easy to defend to encourage more macro games. Honestly not alot of thought went into the conept just starting creating.
Update #2 (Lots of Screenshots) Overview + Show Spoiler + 8 oclock starting position + Show Spoiler + 2 oclock starting position + Show Spoiler + 6 oclock 3rd expansion + Show Spoiler + 12 oclock 3rd expansion + Show Spoiler +
Image: Update #1 + Show Spoiler +
I haven't add'd any features yet
Original + Show Spoiler +
Thx for the input.
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Interesting map. From what I can see, seems balanced.
You probably want to avoid making topics with titles like "No name yet", though. Only mods can change topic titles and that becomes a pain later.
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I like the map design and would be interested to play some test games on it, but I have to say, it looks ugly as hell. I recommend messing around with the different terrains available for a little variety, and adding doodads for polish.
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I like the idea of the whole map. How the natural and expansions are built up, and the difficulty of holding onto them.
On July 27 2010 01:59 im a roc wrote: ... but I have to say, it looks ugly as hell. I recommend messing around with the different terrains available for a little variety, and adding doodads for polish.
This is true though Its look is too easy, but that shouldn't be too big of a problem.
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This map is just not thought out enough to be interesting, its basically just a flat plain with little raised bases on the sides. There is no real movement paths or positional play incorporated except when defending expansions...you should try to switch things up a bit with high and lowground areas that arent bases and some more... directed movement paths. We do need a few really flat and boring macro maps like Python, but we already have plenty and lets be honest, they are really boring. Even Fighting Spirit has its interesting third placement that allows for alternate attack paths to the natural and later forces defenders to move between the natural choke and defending the third (either from the inside or center of the map.
There is un-thought out wasted space that will probably be nearly never used at the top and bottom of the map behind the third, and the watchtowers on the center expansions are of very limited utility. The odd little blips in the middle are an easy way out of actually putting some interesting terrain there, remember, you can have movement paths that are still "open".
The whole map really looks like it was just done off the top of your head in like 15 minutes honestly...plz spend a bit more time.
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I like this map and here's why:
It makes sense, the expo layout and the orientation of the bases is not illogical and annoying.
There is the possibility for battles to be centred in different parts of the map (instead of the middle being the only place where you'd ever engage your opponent)
With some texturing and LoS blockers it could be very nice
But than again there are ways you could improve:
The main issue is that the land directly between the mains is boring and frankly not very interesting or allowing for interesting play.
Here are some examples of what I mean by terrain formation that allows for variation:
The ridges mean you can choose which way you go, and each has its own advantages and disadvantages. What I would suggest you do in your map is get rid of those water rectangles in the middle and add some long ridges, like the ones on the second picture (except laterally inversed).
Even Destination (which has a quasi-identical expo layout as your map) has special bridges that really define HOW you push and which expos are safe and which ones are not:
Another thing you don't have is LoS blockers. One thing that is very nice is to make 'Agressive' LoS blockers, LoS blockers that give the advantage to the attacker. That means they'd be on the right side of the bottom water rectangle, and they'd be in a concave FOR the player in top-Right.
The expo layout is rather standard, but with dynamic terrain between the mains and some LoS blockers this map would still be fun and interesting.
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Thanks for all the feedback so far. Reminder: work in progress i didn't wanna put all the extra stuff yet until i got some feedback and idea's on what to change about basic layout.
top of your head in like 15 minutes honestly
prolly 20 minutes
I really love how Los blockers interact with maps and I do plan on placing them in strategic area's. I'll try to come up with some ways to create some path changes in the middle.
Again thanks for all the feedback. Ill post an update soon and hopefully you will tear it a new one too!
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Big update would love some more feedback on this map... when your not playing SC2 WOOT!
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On July 27 2010 12:43 Beren wrote:Big update would love some more feedback on this map... when your not playing SC2 WOOT!
Wow, thats a HUGE improvement! Now its a real map!
What I really like about this map now is the freedom in path of expansion, I can easily see either splitting or going diagonal as viable options, which will really make games on this 10x more interesting.
I love the Xel Naga towers now, they will be super useful in controlling the center chokes.
The one thing I think I would change if this was one of mine is to remove or make much smaller the two metal lumps in the center (blue circles), in order to make those areas a "true" wide open field, right now there are so many small cutouts that it is actually getting a bit corridor-y. I think with those gone the map would be pretty much perfect.
Nice revision!
You could also work on your texturing, right now its basically all textures sprinkled around everywhere...give different parts of the map different color schemes.
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