|
|
sexy time sexy time
Looks sweet as hell, but It doesn't seem particularly balanced :X
|
at a glance that looks amazing. i've got to get familiarized with the map maker!
|
|
Looks pretty good could you possibly make an image with start locations on naturals any other significant stuff
|
I threw the towel on the idea that ALL maps must have the natural *right* next to main, and while my friends (mostly plat/diamond) all were edgy on the idea of spacing the natural further, they ended up liking the change in their normal way of playing.
I essentially said screw it to some of the "norm" in melee maps. (i.e. natural right next to main). I like to think that sometimes doing things a bit different wont always end in a bad thing
Take note the map is perfectly symmetrical, as far as opposing teams.
|
The level of detail is astounding, it feels rather like a WC3 campaign level. Yet at the same time the level of detail might be enough to confuse a player when armies enter the screen. I'd have to play it a few times to tell.
P.s. Don't forget to blur the dirt edges on your grass cliffs. And I posted my extended beaches on sc2mapster.
|
Thanks, i spent a good 30 minutes blurring edges and im sure theres more I missed. I reall find it annoying that when your using the fill tool, it wont clip the edges of cliffs, and im sure most mappers feel the same way.
|
So sexy. How long did it take you?
|
Looks very sexy indeed, but it's nothing but chokes! I wonder how it would play out in terms of race balance...
|
@deulist
I would ask instead of looking just at the pathing/ compare the widths of the paths with the minerals in the minimap. Every single path is capable of holding two command centers side by side aside from the predetermined chokes at main, and natural.
That was the first thing my buddies had me change, and it was for the better to be sure. They were once all chokes like you said but no longer.
|
@siniquity Terrain layout, and original version before testing. Maybe 6 hours. After testing, simply expanding all paths so they could work for zerg, another 4 hours.
Doodad placement, which was last, perhaps another 5-8 hours. Lighting took the most time.
None of which was done in any sitting for more than 2 hours. My wife would kill me.
|
This map is very aesthetically pleasing, very good job in terms of the general look of the map. However, and I hate to say this because it seems to be said about just about every map posted on here....this map is imbalanced. Duelist said it best, the map is nothing but chokes, there is not enough open space for Zerg armies to get good surrounds. It's also very cliffy, which I'm sure Terran players would love to abuse with tanks. I personally don't have the biggest problem with that, but I'm sure a lot of other players would cry foul about it. The biggest issue with this map in my opinion is the lack of open space for Zerg.
I would like to reiterate though that you did do a very good job in terms of the general look and design of this map; I just don't think that it's balanced properly in terms of terrain for competitive play. Keep it up though man, I'd say you've definitely got a good eye for mapping.
|
On June 29 2010 07:14 GReeNMaN wrote: This map is very aesthetically pleasing, very good job in terms of the general look of the map. However, and I hate to say this because it seems to be said about just about every map posted on here....this map is imbalanced. Duelist said it best, the map is nothing but chokes, there is not enough open space for Zerg armies to get good surrounds. It's also very cliffy, which I'm sure Terran players would love to abuse with tanks. I personally don't have the biggest problem with that, but I'm sure a lot of other players would cry foul about it. The biggest issue with this map in my opinion is the lack of open space for Zerg.
I would like to reiterate though that you did do a very good job in terms of the general look and design of this map; I just don't think that it's balanced properly in terms of terrain for competitive play. Keep it up though man, I'd say you've definitely got a good eye for mapping.
did you even read his response?
|
On June 29 2010 07:24 Soulish wrote:Show nested quote +On June 29 2010 07:14 GReeNMaN wrote: This map is very aesthetically pleasing, very good job in terms of the general look of the map. However, and I hate to say this because it seems to be said about just about every map posted on here....this map is imbalanced. Duelist said it best, the map is nothing but chokes, there is not enough open space for Zerg armies to get good surrounds. It's also very cliffy, which I'm sure Terran players would love to abuse with tanks. I personally don't have the biggest problem with that, but I'm sure a lot of other players would cry foul about it. The biggest issue with this map in my opinion is the lack of open space for Zerg.
I would like to reiterate though that you did do a very good job in terms of the general look and design of this map; I just don't think that it's balanced properly in terms of terrain for competitive play. Keep it up though man, I'd say you've definitely got a good eye for mapping. did you even read his response? Did you even open the map?
I typed this post up before refreshing and while looking at the map, and at that time he had not yet responded. I did read the response though, and I stand by my post, there's not enough open space. Perhaps someone should analyze this with the map analyzer to further confirm/disprove this.
|
I can widen them further, but theyre quite wide as it is. Ill get started on it.
No point in arguing over this.
|
On June 29 2010 08:44 irninja wrote:I can widen them further, but theyre quite wide as it is. Ill get started on it. No point in arguing over this. I wasn't arguing, just answering. But I won't quibble over semantics
I would say widening them would be a good move, but also, you may want to slim down the shape of the cliffs where the two middle Xel' Naga watch towers are to just a simple square design with a ramp. I believe doing so will significantly free up space for battle when in that area.
|
I have the editor open now.
I agree on the middle areas. Im actually considering removing the high ground there entirely, and just setup a fancy temple terrain with the tower.
|
|
There are lots of edges and out of the way areas nydus worms can go down. I wouldn't completely write off the zerg on this map. But, it is quite busy as far as details are concerned. Also, I've never wanted to zoom out more while playing a map. Otherwise though, it looks beautiful. Good job, it looks good.
|
|
|
|