Playable:196x132
Number of bases: 14
Rush distance: 140
Spawns are 10'o clock and 2'o clock.
Live on: NA / KR / Eu (search: "Arctic")
Map analyser:
Pics:
+ Show Spoiler +
Forum Index > SC2 Maps & Custom Games |
JessicaSc2
Poland123 Posts
Playable:196x132 Number of bases: 14 Rush distance: 140 Spawns are 10'o clock and 2'o clock. Live on: NA / KR / Eu (search: "Arctic") Map analyser: Pics: + Show Spoiler + | ||
And G
Germany491 Posts
What I don't like:
So the second list is a lot longer, but that's just because I'm a perfectionist. I really like this map. | ||
JessicaSc2
Poland123 Posts
All I can say is the main is large, the natural is large, the high ground was made on purpose, same with the narrow northern pathway. There are 7 bases for each player, that's already a lot for a 2 spawn map. You need to siege one gas u need to invest a tank, a medevac a time... it's nonsense and not even worth it. Looks like I'm sort of getting into argument anyways T_T sigh. | ||
TheFish7
United States2824 Posts
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And G
Germany491 Posts
My personal philosophy is to never include too many unusual features in an innovative map, as any ever so insignificant unusual feature still has a chance of breaking a map completely, thereby invalidating all other innovation. That low ground area seems completely irrelevant to your vision for the map, so keeping it does not seem to accomplish anything. You have a lot of those weird little oddities here: the path at the north watchtower, that a player can take get up to five bases without a single choke that is wider than two forcefields, the tank spot (that can actually hit the main base, wow!), the super small high ground extensions, and so on. Not saying those are all bad things, but you should be aware of them and have a good reason for designing your map this particular way. This is still a very good map anyway. I just think it would be even better if you solidly designed it around the ambiguous thirds that seem to be the central map idea rather than including all those gimmicks. Also, after some testing I noticed that most doodads aren't a good indicator of where you can actually walk, and that units clip through doodads a lot. This is pretty much unacceptable: Then, here's a bad spot for the reaper as sometimes it gets stuck when trying to jump up the high ground, and when on the high ground and moving it back it sometimes tries to take the long way around the rocks instead of jumping straight down: Personally, I always disable doodad footprints and draw all pathing by hand, as it gives much better results. I'd advise you to do the same. | ||
JessicaSc2
Poland123 Posts
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iamcaustic
Canada1509 Posts
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EatThePath
United States3943 Posts
And seriously, these are great aesthetics (imo). | ||
Mistakes
United States1101 Posts
On March 27 2014 15:51 JessicaSc2 wrote: [M] [1v1] Arctic Map analyser: Azmodan, what you doing in the map analysis? xD Seriously though, sic map. Going to try it when I get home from work. Cool expansion layouts and awesome frosty aesthetics! Well done! | ||
Timetwister22
United States538 Posts
On March 28 2014 03:22 And G wrote: Personally, I always disable doodad footprints and draw all pathing by hand, as it gives much better results. I'd advise you to do the same. What? That seems incredibly time inefficient for the exact same results. Entirely pointless in my eyes. As long as you open up both pathing layers to check for pathing bugs/errors, you should hardly ever need to use the pathing paint. | ||
iamcaustic
Canada1509 Posts
On March 28 2014 11:12 Timetwister22 wrote: Show nested quote + On March 28 2014 03:22 And G wrote: Personally, I always disable doodad footprints and draw all pathing by hand, as it gives much better results. I'd advise you to do the same. What? That seems incredibly time inefficient for the exact same results. Entirely pointless in my eyes. As long as you open up both pathing layers to check for pathing bugs/errors, you should hardly ever need to use the pathing paint. Pretty much. It really just comes down to doing a quick smoke test of your map pathing before publishing. | ||
NewSunshine
United States5651 Posts
On March 28 2014 11:12 Timetwister22 wrote: Show nested quote + On March 28 2014 03:22 And G wrote: Personally, I always disable doodad footprints and draw all pathing by hand, as it gives much better results. I'd advise you to do the same. What? That seems incredibly time inefficient for the exact same results. Entirely pointless in my eyes. As long as you open up both pathing layers to check for pathing bugs/errors, you should hardly ever need to use the pathing paint. Not really, I do this too - but then you would know this, because you're ESV too Say you have like a rock spire set just so in one of the corners of your terrain, but it doesn't cover the physical pathing of the whole corner, the gaps will have to be filled in. In that case I just disable doodad footprints and use painted pathing for all of it, to keep things consistent in case of changes. Also keeps doodads near a cliff from messing with pathing on the adjacent cliff level, which you obviously don't want. Matter of preference really, but this is more of a perfectionist thing. | ||
iamcaustic
Canada1509 Posts
On March 28 2014 11:39 NewSunshine wrote: Show nested quote + On March 28 2014 11:12 Timetwister22 wrote: On March 28 2014 03:22 And G wrote: Personally, I always disable doodad footprints and draw all pathing by hand, as it gives much better results. I'd advise you to do the same. What? That seems incredibly time inefficient for the exact same results. Entirely pointless in my eyes. As long as you open up both pathing layers to check for pathing bugs/errors, you should hardly ever need to use the pathing paint. Not really, I do this too - but then you would know this, because you're ESV too Say you have like a rock spire set just so in one of the corners of your terrain, but it doesn't cover the physical pathing of the whole corner, the gaps will have to be filled in. In that case I just disable doodad footprints and use painted pathing for all of it, to keep things consistent in case of changes. Also keeps doodads near a cliff from messing with pathing on the adjacent cliff level, which you obviously don't want. Matter of preference really, but this is more of a perfectionist thing. That's more of a case by case basis, though, which I'm pretty sure every experienced mapper does. Nothing wrong with that. Doing it by default for everything is quite excessive, however, given the extra work is unnecessary in many cases. | ||
EatThePath
United States3943 Posts
+ Show Spoiler + Yeah, I know. | ||
And G
Germany491 Posts
On March 28 2014 16:34 EatThePath wrote: Exactly. And since 90% of my doodads that have footprints are in those places, it has just become a habit (and, as NewSunshine said, "a perfectionist thing") to do this for all doodads everywhere.Everything in and around cliffs and ramps and walloff spots should be painted pathing with footprints off. Also, painting pathing is actually very quick once you get the hang of it. It takes far less time than actually placing the doodads, at any rate. But to each their own, I guess. | ||
ETisME
12071 Posts
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