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This is the first map i make on SC2. I'm not an expert on balance, but that's why maps are posted here. Other than balance, lack of detail might be a problem, but i would visualize a protoss platform to look minimalistic.
The map's idea is that air units have obvious superiority, because of all the gaps in the paths. People can quickly make some $$ with all the high yield bases, but i wanted a quick path for aggresive players to cut off any greedy actions.
(v1.1) I won't update this map ingame from 1.0 to 1.1 unless people want it, because i want more feedback. When people consider this map good enough i will publish it.
Map size: Playable -176x168/ Full - 176x168 Base to Base ~ 46 seconds Base count - 18 bases of which: 1) 6 normal bases with blue minerals 2) 12 high yield bases that are quite far away from the main
Changelog:
v1.0 - First release
- Any comments appreciated
v1.1 - Major Adjustments
- Main Base has 2 entrances (This is a change i'm very hesitant on) - Made base to base path shorter - Xel'Naga tower area is now quite vast - Other map areas also widened - Added second entrance to expansion, which is blocked by a destructible barrier - Gold bases should be harder to access, but battle areas should be easier to access - Reaching gold bases takes a lot more time - Widened corner base ramps - Removed a lot of areas where siege tanks could snipe mineral lines
// I still want this map to be air superiority and blocking based, but from the comments i understand people want more accesibility. In my belief to counter air units you need good scouting and aggressive play, thats why i shortened the paths and made 2 entrances. Anyway i want this map to be the best it can be and create new and creative ways to play.
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Well, this is confusing Where are even the spawns? In any case, this is just too air heavy and thus almost automatically imbalanced, as toss air is already pretty hard to beat on normal maps.Ground armies are essentially usesless on this map.
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basically everything is too narrow and constricted, and the paths aren't interconnected enough - there's no room for maneuvering when you're stuck in a long corridor. there are some smaller problems too, but proportions are the one main issue you should focus on getting right first. check out some ladder and TLMC maps for some examples.
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Where to begin
- the main mineral line can most certainly be sieged from the diagonal passage - the island gases, and probably also main building, can be sieged from the diagonal passages - there's way too little space around the ramps going from the main to the naturals and from the naturals to the sides - the ramps on the corner bases are too small to navigate an army around - the main bases are way too close and rushing to air units would be the only way to go (imo) - not sure what the purpose of the 2 high grounds at the left and right are, but seems kinda weird and abusable
In conclusion:
Start using diagonal ramps, the sizes are better and, in contrast to the straight ones, you can wall them off. Yes, we all like heavy doodad use, but if you want to make your maps look nice, start fiddling with textures. Your maps will look way prettier if you get that right. I'm sure there's some tutorial somewhere. In general what Negative said, everythings too tight and cramped, too much empty room and just way too vulnurable to abuse (air, force fields, tanks).
But I've seen much worse first maps, so keep at it and gl in the future
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Thank you FlopTurnReaver for the advice, i tried to make changes according to your comment while trying to keep the idea of the map relevant.
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Aside from the advice given, I have some cents to share;
Do not attach yourself to your ideas too heavily, be it art or a map. Feel free to continuously create new things, look at other people's work and see why it works the way it does, and don't be afraid to copy (just learn from what you copy).
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