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| NeoAlmost Canada. December 25 2010 06:29. Posts 8 | Profile # |
The overview: + Show Spoiler +
Angled View: + Show Spoiler +
Analysis Pics: + Show Spoiler +
Some points of interest: There are small elevated ground patches in the middle, which can be seen from each other and from the xelnaga towers on the sides of the map. The thirds are closer to the enemy by air than by ground. The two main paths meet in the centre and are seperated by line of sight blockers. The back ramp to each natural has line of sight blockers around it such that a barracks or other building could be hidden there.
This is my first attempt at making a map with the Sc2 editor, and I'd appreciate some feedback. Thanks  |
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| monitor United States. December 25 2010 07:25. Posts 2280 | Profile Blog # |
Nice job on aesthetics! I've written up a short guide on what you can improve on this map, and all your maps in the future. Glad to have you making maps!
The biggest problem with your map is open space. When making a map, you want to have good space for all races to maneuver, surround, and flank in. Currently, this map is very choked up. I suggest opening up a lot of the paths, and making them more fluid. Here is a reference to a map with a good balance of open space and chokes:
http://wiki.teamliquid.net/starcraft2/ICCup_Neo_Avalanche
In general, you want almost no wasted part of the map. This means no empty areas on sides, corners, or elsewhere. Your map has a huge amount of wasted space on the sides, so on your next map, make sure to try to make it fill the space as much as possible.
The standard amount of bases per 1v1 map right now is 10 total (5 per player). Your map only has 6 total (3 per player). Somewhere, possibly in the unused space, you should work in at least one more base, if not two.
Natural expansions (1st expo out of your main) should be relatively easy to hold. On your map, it is almost impossible to wall off, and it has three entrances. I suggest rotating the ramp leading out of the main so that you can use it to wall off the natural, making one choke point. You might also consider taking away one of the entrances to the high ground.
The thirds on your map are very closed off, you should at very least add another ramp leading down to the other side, but you really just want it to flow nicely with the whole map. An example map with well placed bases can be seen here:
http://i.imgur.com/PvEgj.jpg
Hope this can help, good luck!
edit: missing wordLast edit: 2010-12-25 07:27:34 |
| | Starcraft 2 Mapmaker for TPW || Author of Korhal Compound |
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| FlaShFTW United States. December 25 2010 08:08. Posts 4960 | Profile Blog # |
if there was a cloud texture for the background, that would be awesome to put as. as it is, your map is already great, however, only 3 bases per person i believe is not enough for a long drawn out game. this is just me however, so don't follow me, obviously im an idiot. xD
However, if you feel I'm not an idiot and want to include 4th's, then I'd stretch out the 3rd a bit to go into the corners (only a bit, dont over do it) and add like 2 golds facing the center, a bit closer than where the 3rds are now. Just a thought.
Great map though. |
| | Never Surrender. Never GG. Always Fighting. BW4LYF. Woo Jung Ho Never Forget. |
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| Antares777 United States. December 25 2010 09:24. Posts 1648 | Profile # |
It's always nice to have a new mapper in the community. You'll know everyone here sooner or later.
I was going to give you feedback, but then I read Monitor's post, and he summarized everything well.
There is really good texturing on this map, I love it! |
| | Life for you's been less than kind, so take a number stand in line, we've all been sorry we've all been hurt, but how we survive is what makes us who we are. |
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