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Wow, these are awesome. Everyone of them has distinctive style and originality.GJ man!
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Earthquake looks awesome. Most of your other map are nice but you should put more work into the aesthetic and the way the ramps are placed, it feels like most of the maps are too narrow
However I could totally see earthquake as a really good map to play with a few minor changes
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Thanks guys, one of my current projects is a rework of earthquake, but there are numerous issues im running in to. such as being limited to 3height layers (main and nat on same now), the rush distance to forward bases is to short (somewhere around 40 seconds), increasing that distance leads to a huge map, and ofcourse, having to rotate the map a bit to make the ramps work.
and yes, my aesethetics are really bad TT.
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On October 13 2013 02:49 19Meavis93 wrote: Thanks guys, one of my current projects is a rework of earthquake, but there are numerous issues im running in to. such as being limited to 3height layers (main and nat on same now), the rush distance to forward bases is to short (somewhere around 40 seconds), increasing that distance leads to a huge map, and ofcourse, having to rotate the map a bit to make the ramps work.
and yes, my aesethetics are really bad TT.
did you think about just doing this : + Show Spoiler +- wasted air space reduced [Check] - Only 45 degree ramps [Check] - Bridges [check] - long rush distance [Check] - you can always take an expo further away from your opponent [Check] - base layout : still the same - you only need 2 height layers
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On October 13 2013 03:42 algue wrote:Show nested quote +On October 13 2013 02:49 19Meavis93 wrote: Thanks guys, one of my current projects is a rework of earthquake, but there are numerous issues im running in to. such as being limited to 3height layers (main and nat on same now), the rush distance to forward bases is to short (somewhere around 40 seconds), increasing that distance leads to a huge map, and ofcourse, having to rotate the map a bit to make the ramps work.
and yes, my aesethetics are really bad TT. did you think about just doing this : + Show Spoiler +- wasted air space reduced [Check] - Only 45 degree ramps [Check] - Bridges [check] - long rush distance [Check] - you can always take an expo further away from your opponent [Check] - base layout : still the same - you only need 2 height layers
sort of yes, this is very similair to the current rework which just as your concept shows, has a huge open middle and a rush distance that might be a little to much, I'll try experimenthing a bit with what you suggested on the original map scale.
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okay, here's what I got for the rework so far.
any comments/thoughts? 3rd seems rather near with the new rocks, considering moving them to old positions.
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Decided I will settle with this for now
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It looks quite good tbh but i would soften up the textures of the edges a bit, also add more small chiseled rocks around the big ones and other areas of the map like i did in Star Sapphire and Crystal Empire + Show Spoiler +
Other thing would be to add a reaper bridge into the main base because in the current form there's no way a reaper could enter the main bases and as you know scouting is a important thing.
Also the thirds (2 gas ones) seem to be quite far away, and that could generate problems for zerg, well not "problems" per sé but zergs could cry about how they can't get their 3 hatch before pool and stuff, also it looks hard for a zerg player to break into the third of a terran of protoss, this just by the feeling the map gets on my since idk if the map is already published, is it?
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Is "In the dark" published? Would be nice to calculate rush distances for Starbow usage.
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On October 21 2013 00:55 Xiphias wrote: Is "In the dark" published? Would be nice to calculate rush distances for Starbow usage. gonna re-upload it if it isn't allready, beware though that map is fucking huge.
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On October 20 2013 23:47 Uvantak wrote:It looks quite good tbh but i would soften up the textures of the edges a bit, also add more small chiseled rocks around the big ones and other areas of the map like i did in Star Sapphire and Crystal Empire + Show Spoiler +Other thing would be to add a reaper bridge into the main base because in the current form there's no way a reaper could enter the main bases and as you know scouting is a important thing. Also the thirds (2 gas ones) seem to be quite far away, and that could generate problems for zerg, well not "problems" per sé but zergs could cry about how they can't get their 3 hatch before pool and stuff, also it looks hard for a zerg player to break into the third of a terran of protoss, this just by the feeling the map gets on my since idk if the map is already published, is it?
Thanks for the feedback, also completely forgot about making it reaper viable which is kind of silly to forget. as for the 3rd it's kinda situational I feel, the far 3rd should be viable when not expecting pressure but if you don't feel safe you can always take the close half base and a fast 4th for 3 and a half base which wont open much more attack paths.
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Updating this with my other TLMC entry and a current ongoing project to rework lost temple. + Show Spoiler +
tell me what you guys think
and welp spoilers broke in main post
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another few, forgot about having this one, and 2 new ones + Show Spoiler + last one lacks some finishing thoughs, and as always would love feedback. also would be really nice if someone could help me fix the OP.
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Updating with a few new maps
Eira(4)
Ashenvale forest(4)
Dune trenches (4)(2v2)
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What's up with the tiny images?
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I can't into thread, I'll try figure whats going on edit: should be fixed now and the main thread aswell, without changing anything, I have no idea what im doing.
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decided to touch up Earthquake a bit, version 3.0 is here now uploaded as Earthquake RE
the biggest reason for the rework was the overal map scale which led to very short rush distances on the previous one.
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okay, huge update, added a lot of maps and cleaned the thread up a bit
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These maps are so damn good. I don't understand why some ugly ass maps like for instance Dadelaus Point are featured on ladder while these maps rust here?
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Daedalus is ugly? say what you want about the design, but it is one of the best made maps I have ever seen aesthetics wise. So many small details across the map, many stories can be seen throughout Daedalus Point: Hydras versus Marines, Zerg by dissected, etc.
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On March 21 2014 17:45 moskonia wrote: Daedalus is ugly? say what you want about the design, but it is one of the best made maps I have ever seen aesthetics wise. So many small details across the map, many stories can be seen throughout Daedalus Point: Hydras versus Marines, Zerg by dissected, etc.
I find it boring as hell.
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I have to agree a bit with both here, while daedalus doesn't look all that bad and has plenty of things going on, I find the theme and the ammount of grey rather dull.
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I agree with this and would like to add that I hate Heavy Rain with a passion due to its "dirt, dirt everywhere" theme even though it's actually a pretty cool map if you ignore the texturing. In terms of aesthetics, Neo Gettysburg alone blows any ladder map except Habitation Station out of the water.
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Aesthetics are subjective, as is most art (beyond the skill of the creator of course, which is objective), so there is not really a point arguing about favorite maps, but I still think that people should not be overly critical of a map aesthetics just because they don't like its theme.
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I don't think that map aesthetics should be compared to fine art. Maps aren't created for the purpose of being put into showcases, but for matches to be played on and watched by millions each day. If a lot of people don't like the map aesthetics then they're bad, it's as simple as that. Map making is a lot like GUI design in that regard — sure, you always have certain artistic aspirations, but first and foremost it must be usable and not unpleasant to look at for longer periods of time. If Blizzard were to release a map with fluorescent texturing you wouldn't say "well it's art so it can't be bad", right?
(I'm not saying that my opinion of how good certain maps look is objective, just that I object to the "you can't judge map aesthetics because they're art" sentiment.)
And Neo Gettysburg does look awesome.
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I am not saying you can't judge the looks of a map. Of course the aesthetics can be bad, for example sometimes the texturing makes it hard to read what is going on (the older version of Yeonsu had this to an extent), or a map being too bright/dark (like Klontis Mire).
What I am saying is that you should not confuse not liking a certain theme and the aesthetics being bad. I do believe that map art is indeed art, just check the map art thread and tell me you wouldn't want to hang some of those pics on a wall? Just because it is also used as a battle arena for the game does not mean it is less of an art.
Anyways I am surprised people actually find Daedalus boring, but I keep my stance it is the most well made map and the most beautiful map for me.
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updated it with what I think are all maps I've released up to date, was quite lagging behind.
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updated with last stuff and retirement notice
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I will miss your work, hopefully you will stay around. Good luck!
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Just noticed The Armored Core and Silent Line. Hmmmmm...
Anyway, enjoy the retirement, see you soon
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Some maps I really really like , but some I really dont
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I love Fallen Empire. Someday I hope it's on ladder.
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Wow man there are some sick maps in here. Also I guess Frozen Throne was designed as a WOL map? Because it would be really cool to see a HotS version of it
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On October 18 2014 07:25 NewSunshine wrote:Just noticed The Armored Core and Silent Line. Hmmmmm... Anyway, enjoy the retirement, see you soon
On October 19 2014 05:41 sTYleZerG-eX wrote:Some maps I really really like , but some I really dont
yeah some of this stuff is quite old, and I made more experimental stuff rather than balanced stuff which I started doing more recently.
On October 19 2014 19:20 OtherWorld wrote: Wow man there are some sick maps in here. Also I guess Frozen Throne was designed as a WOL map? Because it would be really cool to see a HotS version of it
frozen throne was a map for early HotS, bit of experimentation with nat chokes on 2 sides, obviously I wasn't really good back then, and I still somewhat suck today.
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