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Edit: I moved around some mineral lines to create less space behind them. I changed all the tanks in the parking lot to doodads, so they can't be targeted. I added a bit more foliage in the playable area, but a lot of trees off the map so it doesn't look like a big fog zone anymore. I also moved the southern natural edge a bit so blinking into the base from outside was not possible.
Publishing Status 1.10: NA EU KR SEA
I just published a 2 player melee map that was loosely inspired by MorroW's stream. It's called "Spe'Shul Sky Park," and I would appreciate anyone that would give it a go to tell me what they think.
The concept was an S shape map with pond in the middle with some asymmetrical elements throughout. The tanks near the south natural were an experiment into making static objects. I realize that the map would be more "official" without them, but I liked the fun element to it.
But wait, what's that in the pond? It took me 3 days for that little twist, but I think it'll be worth it.
I like the concept of choosing a 5th based on proximity or defensibility, I think that adds depth to the map. However, I'm not sure if it will play out in that manner just yet.
Right before publishing the 3.0 patch hit for HOTS and I am super excited that I could also have this map be published as Archon mode compatible. I hope it's a fun map for all who give it a go.
Playable size: 127x168 Map size: 152x200
In game description: "An S shaped map with a back door natural. The third shouldn't be hard to keep, but your choice of fifths is either close and open, or far and dug-in. Don't mind the tanks, they are just watching, but you may want to steer clear of the pond, I hear there are some troublemakers afloat."
Here are some of the map's notable features:
A parking lot for all the special tanks (no pathing zone) + Show Spoiler +
A highly defendable choice of 5ths + Show Spoiler +
What's this lurking in the depths? + Show Spoiler +
A very well groomed 4th + Show Spoiler +
Feedback is very much appreciated, and I am very happy to have a place to advertise my work. Thank You.
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not bad if this is your first map, it looks basically playable - very similar to vaani except rotational.
however, with only 2 narrow paths across the center, it looks very easy to split the map and drag the game out into a turtlefest. also the terrain just isn't very interesting, there's not much to it except for the center chasm/chokes, high ground 4ths, and the drop pods on the sides. that's a total of only 5 terrain features that armies will possibly encounter. technically it works but it's a boring design, reminiscent of blizzard maps.
decoration could use a lot of work too, but it's a decent start and you'll get better with that with more time and experience.
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Thanks. I agree that the terrain is boring. I wasn't very sure how far I could push adding objects before the map became unplayable due to hidden units like mines, so I went easy on the shrubs. Also, the fog looks pretty bad in the picture, but better in game.
I was also concerned with how laggy the map would get. When I read the Blizzard guidelines, they gave some good advice, but some bad ones too. Considering I tested the frame rate and got 450fps on low (when I usually average 150 on other maps), I do think I needed to add more doodads.
I did absolutely no smudging or blurring at all. I am not sure at all if that is a standard practice, or something never used. Thanks for the feedback, I'll definitely make my next map more eye appealing. Also, the next time I make a map with more height than width, I'll try to add better pathing options. I do notice that the high ground in the middle creates 2 distinctive chokes.
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Not bad
Some recommendations: I don’t see the point of the weird double ramp high ground thing near the middle, I would remove it, but if u really like it I would add some watch towers there, as is, I just don’t see the point of it, players will rarely use them, maybe proxys or hiding units, but that’s it, and it wont be often and might not b fun. I think you should make the middle bases gold’s
And what the hell, is this thing not symmetrical ? Do I see mains and nats of the 2 players different (On what is on high ground and what on low ground) ? I don’t think that’s good lol.
I also agree with -NegativeZero-´s views
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The main bases are in the center, the naturals are behind them. I wanted to experiment in making the map more interesting by having one high and one low. Considering the gap between the naturals and the rest of the map is pretty wide, you couldn't blink or warp into it anyway, so I see no reason that they should be the same exact height.
I agree that the high ground in the middle of the map creates 2 distinct choke points, however, I think adding more vision would just make the map silly. I put them there so that a player could station siege tanks for zoning, or just to put a unit there for some advance warning. I could remove them, but I think the map would be very boring then.
I've talked to a lot of pro gamers, and I agree with them that gold bases are very gimmicky and give a player that has made bad choices throughout the game a chance to bounce back, and I don't think that's a good thing. There are so many gold bases on ladder, and so many other map makers that emphasise gold bases, that I prefer to have all of my maps without that particular element.
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Not a bad first map, it's way better than my first one. Question, how is the pathing on this map? (i.e. middle ground)
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If you're on the top your pathing is to the left of the pond. If you're on the bottom, the pathing is to the right of the pond. I'm not sure if that answers your question or not.
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oh sorry, i didn't realize that was water at first. At first glance I thought it was a cliff.
The only problem with center bases and cliffs is the exploit of sniping bases while the units doing the sniping can remain safe for a portion of time. It's not a terrible thing really, it is, after all, a strategy game. However what I would suggest is to shrink the center water by 25%.
Also, your intention of having a "high defendable 5th" is mediocre. It's also "highly siege-able" and perfect for proxy and surprise attacks. This being because it's a little "out of the way" for the defender to move troops up that tower, and then if the base is under attack from the opposite direction of the tower, they have to spend time running back down to aid their comrades.
Also, I'm confused where the main bases are... and if I'm seeing this correctly, each main/nat/3rd has different height adjustments?
Aside from that, it's not a bad first map, but it could certainly use improvements.
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