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Kandi - Forgotten Valley Uploaded on all servers Update
The forgotten Valley of Planet Zerus - as abundant its riches as manifold are the dangers hidden in these treacherous lands. If you are to survive, you will have to adapt quickly. This map features two possible spawn scenarios ... Plan accordingly!
On this map both players either spawn in 4/10 or in 3/9 map bounds: 167x160 rush distance: 4/10 main to main: ~45s 3/9 nat to nat: ~45s
90° overview + Show Spoiler +
changelog: managed to get rid of the dependencies problem I had at first - map is now suitable for regular LOTV 1v1 games worked on the ramps so that none of them is horizontal or vertical replaced the gold base with a normal mineral count base
If you play on the map, come back here and give me some feedback and maybe send me a replay
any help and suggestions are welcome
Outdated + Show Spoiler +This is one of my first maps I made and I still have to learn a lot on how to make a fun and balanced melee map and how to use all the functions of the editor correctly. Making this map I came across the problem, that I used some doodads from the HOTS campaign e.g the Overmind spines... that required me to use the campaign dependence and does not allow me to use the void multi dependence.. so now some of the unit stats are not as they are supposed to be.. I tried some things as suggested here and here.. but then I can see the doodads in the editor but not in game. I would be really happy about any feedback on my map concerning the layout or my doodad problem. Also.. where do you get feedback on early stages of your maps? because there is not much going on in the work in progress Melee map thread 45° view + Show Spoiler +detail + Show Spoiler +
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Gorgeous map for your first release, holy damn!
I even really enjoy the layout(s) and 2 spawn concept, you handled both pretty well. The only things that are iffy for me are the gold bases and vertical/horizontal ramps, and the only reason for the ramps, is how they interact with the player cam and unit motion (I do think they're in good spots though.)
Send me a pm sometime, I'd love communicating on early concepts.
Gj
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It looks pretty good. I like that you're trying out having different sorts of games depending on the spawns. (Something that I myself have experimented with, but not to a large degree)
I'm not without concerns however. I think maybe you should add an additional path directly vertical to 1 B's blue 3rd, and I'm not entirely sure about the destructible rocks between 1 A's 3rd and the in-base natural. However, I do think that an early game in-base natural with the possibility of later in the game to be being very open is quite an interesting one.
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Oh wow that is much better feedback than I expected thank you guys !
@Broodie: I have read about the problem with the ramps on other threads as well and will definitely try to change those. The layout of bases 5 and 6 was inspired by the one on Apotheosis and I just kept the gold base. I'm too much of an amateur to be able to predict how that base will really affect the games on the map. I think it needs some playtesting before I will touch on that.
@Solstice245: I'm not sure what pathit is you are suggesting do you mean to add a path between bases 6 and 7? I could add a little path there and block it with rocks like on Invader? Or do you ean a path that connects base 3 and 7? About the open in base natural I have to wait for the map to be playtested to know if it works.
I hope I will find some time this weekend to make some changes. I will also get rid of the doodads from the campaign until I figure out how to do it properly. That way I hope that proper playtesting will be possible and people can enjoy some games in the forgotten valley.
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Ahh.. sorry I should have mentioned.. the water in that area is pathable
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Oh lol, I wouldn't have guessed.
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If you want to make it a LotV map: + Show Spoiler +create a void map open your forgotten valley map and configure the layer select option to select everything, go on your map and select all the map (this should get everything (terrain/doodads etc))
then unselect the doodad that's bothering you (all of them without fail)
copy go to your Lotv map select the same way you did on your forgotten valley map (exactly the same way) paste (cancel if not a perfect match and redo until satisfactory, the pasting can take quite some time so be patient before moving around the map to check) save
then go back to your forgotten valley map and export the doodad* or even just the model of the doodad you wish to "add" to your LotV default map
go back to your "new" map and make a doodad, test out a LotV default doodad that is similar and copy it, then import the model you exported save (wait for it to appear properly in the viewer window) apply the model on your doodad in the data module/window save (*possibly you can just import the exported doodad and it will work, but i'm not sure and might be time ill spent) place the doodads on your map save test (the lotv units should be ladder)
gl
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the gold on apotheosis was never a good idea to begin with, too z favored, would have been better blue like it originally was
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I finally got arround to make some changes and updated the orginal post. The map is now published on all servers feedback is greatly apreciated.
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