Website Feedback
Closed Threads
IRC Web ChatTeamSpeak 3 (79 users) Active: 5944 users | |
|
| Broodie Canada. February 22 2012 06:42. Posts 752 | Profile Blog # |
vvvvvvvvvvvvvvvvvvvvvvv Big Update #1 Released!+ Show Spoiler +Changes made to ALL maps.
Added Moonlit Sonata to the map pool Added Architectonica to the map pool Added Derelict to the map pool Added Imperialis to the map pool ^^^^^^^^^^^^^^^^^^^^^^^ Current SCA melee map pool count: 13 + Show Spoiler [date] +Published on: North America--------------------------------------------------------------------+ Show Spoiler [Best release map] +Poll: Release: Which map do you like most?Necrocephalic (2) 100% Warscalator (0) 0% Peripheral Fringe (0) 0% Acuter Canyon (0) 0% Secret Machine (0) 0% Grave Digger (0) 0% Caustic Reactor (0) 0% Boiling Point (0) 0% Xel'Naga Bastion (0) 0% 2 total votes Your vote: Release: Which map do you like most? (Vote): Warscalator (Vote): Peripheral Fringe (Vote): Acuter Canyon (Vote): Necrocephalic (Vote): Secret Machine (Vote): Grave Digger (Vote): Caustic Reactor (Vote): Boiling Point (Vote): Xel'Naga Bastion
+ Show Spoiler [Best big update #1 map] +Poll: Update #1: Which map do you like most?Moonlit Sonata (1) 50% Derelict (1) 50% Achitectonica (0) 0% Imperialis (0) 0% 2 total votes Your vote: Update #1: Which map do you like most? (Vote): Moonlit Sonata (Vote): Achitectonica (Vote): Derelict (Vote): Imperialis
--------------------------------------------------------------------SCA Mapping users: BroodieIn part with: Timmay+ Show Spoiler +Bnet map shortcuts: Timmay TMY + Show Spoiler [Want to use these maps in a tournament?] +Feel free to use any of these maps in your tournaments! it's what I'd like to see the most, and if you do; please send me a PM with details so I can watch/obs the games
played on them!
I am also available for casting if you're searching for livecast on Own3d.tv or Twitch.tv! Disclaimer: These maps are now published on NA server. They are be available by searching SCA. Note: Maps are not finalized, if you play on them please send your replays to SC2Casting@gmail.com so I can fully refine them!Please leave your opinions! Discuss what you like/dislike on whichever map Please be specific (for easier understanding) I'm looking to keep refining these map until and after their official release. Check back often for updates!
*Pictures updated*Version: 0.2+ Show Spoiler +Change log: + Show Spoiler +-Watch tower health increased from 1000 to 1500 -Rocks added to center to increase rush distance -Rocks to high ground third repositioned to block third minerals -Choke at natural redesigned + Show Spoiler [Portfolio] + + Show Spoiler [Details] +Published on: North AmericaPlayers: 2(1v1) Size: 135x130 ![[image loading]](http://i1057.photobucket.com/albums/t388/Broodie/Map%20Thread%201/Map%20Thread%20Big%20update%201/W-Over.jpg) ![[image loading]](http://i1057.photobucket.com/albums/t388/Broodie/Map%20Thread%201/Map%20Thread%20Big%20update%201/W-Bases.jpg) Description: Everybody knows climbing steppes is time consuming... Let's speed up the process. Theme: Temple cliff battle zone Inspiration: To be 100% serious: This map started out entirely different and wholly based on trying to make a playable version of Steppes of War (hence the name.) I believe however that I've created something even better, than a better version of Steppes (possible no matter what lol) After the initial layout the map was freelanced. Watch towers are destructible
Version: 0.2+ Show Spoiler +Change log: + Show Spoiler ++ Show Spoiler [Portfolio] + + Show Spoiler [Details] +Published on: North AmericaPlayers: 4 (1v1 - 2v2 - FFA) Size: 139x137 ![[image loading]](http://i1057.photobucket.com/albums/t388/Broodie/Map%20Thread%201/PF-OverView.png) ![[image loading]](http://i1057.photobucket.com/albums/t388/Broodie/Map%20Thread%201/PF-BasesView.png) Description: Deep within the outer limits of the Koprulu, an anomaly lay. thought to be dormant, thus no longer. A black hole, it consumes none but water. Furious it has grown, emits energy as anger. Land it has formed, a call for help or a call to destroy. We shall descover it's quarrels. Theme: Island surrounded by ocean Inspiration: When starting this design I had in mind to mix both Metalopolis and Shattered Temple. A quarter of the way through I realized that the map would look pretty dumb the way I started it, so I decided to add my own flair to it.
*Pictures updated*Version: 0.2+ Show Spoiler +Change log: + Show Spoiler +-Xel'Naga tower Hp Increased from 1000 to 1500 -4x4 rocks added to nat backdoor ramp -Center doodads/pathing removed -Textures buffed -Pathing completed -Large third rocks health decreased - 2000 to 1500 + Show Spoiler [Portfolio] + + Show Spoiler [Details] +Published on: North AmericaPlayers: 1v1 Size: Large 160x115 ![[image loading]](http://i1057.photobucket.com/albums/t388/Broodie/Map%20Thread%201/Map%20Thread%20Big%20update%201/AC-OverView.jpg) ![[image loading]](http://i1057.photobucket.com/albums/t388/Broodie/Map%20Thread%201/Map%20Thread%20Big%20update%201/AC-BasesView.jpg) Description: Korhol's main vacation destination: Acuter is a great place to take your family this summer! Dip in the shallow waters near the fabled penguin rock! Feeling courageous?! Try and jump dead mans crest! want to see everything and leave?! Destroy all who oppose you! Theme: Beach solace Inspiration: The first map I created when the internet died, I wanted to stay as close to my original style as possible. Another idea I wanted to implement was a clear use for destructible watch towers.
*Pictures updated*Version: 0.2+ Show Spoiler +Change log: + Show Spoiler +Aesthetics added to better define pathable terrain. -Main ramp repositioned to promote FE -Choke near main removed -Rocks resized/footprint increased/repositioned -XelNaga model altered -Pathing completed + Show Spoiler [Portfolio] + + Show Spoiler [Details] +Published on: Not AvailablePlayers: 2(1v1) Size: 124x107 ![[image loading]](http://i1057.photobucket.com/albums/t388/Broodie/Map%20Thread%201/Map%20Thread%20Big%20update%201/N-Over.jpg) ![[image loading]](http://i1057.photobucket.com/albums/t388/Broodie/Map%20Thread%201/Map%20Thread%20Big%20update%201/N-Bases.jpg) Description: "It seems our little secret has been leaked..." "We've got to blow the compound, they'll descover the gasses!" "We will, but a sector-wide emergency signal was transmitted" "What happened!?" "Everyone is dead..." "This information is far too valuable to release!" Theme: Secret resource harvesting station Inspiration: A few of my friends had just started learning to play SC2, so upon losing my internet I told one of them I would design a map in his name (Necrocephaly.) I intendid this map to play out a bit safer than normal maps in some regards while retaining standard dangers as well. Watch towers are destructible
Version: 0.2+ Show Spoiler +Change log: + Show Spoiler +-Mineral positions fixed -Pathing corrected + Show Spoiler [Portfolio] + + Show Spoiler [Details] +Published on: North AmericaPlayers: 4(1v1 - 2v2 - FFA) Size: 175x176 ![[image loading]](http://i1057.photobucket.com/albums/t388/Broodie/Map%20Thread%201/SM-OverView.png) ![[image loading]](http://i1057.photobucket.com/albums/t388/Broodie/Map%20Thread%201/SM-BasesView.png) Description: Deep in the jungles lay a secret machine... Somehow it's core essence has combined with the liquid here to form a hybrid android land in which its beauty is sustained by its power. Theme: Secret nature machine Inspiration: The dawn of this map came from an idea to use the initial basis of Antiga Shipyard, but soon grew out of control lol. After initial base design I freelanced to create Secret Machine. Map is the exact size of Tal'Darim
Version: 1.1+ Show Spoiler +Change log: + Show Spoiler +-Redesigned ramp at the natural -Added cliff to main -Added choke near third -Aesthetics + Show Spoiler [Portfolio] + + Show Spoiler [Details] +Published on: North AmericaPlayers: 2(1v1) Size: 108x194 ![[image loading]](http://i1057.photobucket.com/albums/t388/Broodie/GD-OverViewUpd1.png) ![[image loading]](http://i1057.photobucket.com/albums/t388/Broodie/GD-BasesViewUpd1.png) Description: An ancient and long dead moon near Aiur still barely clings on to the gravity of its nearby planet, it's rich soul is said to contain supercharged electro-components, that could power a fleet for years if harvested correctly. Theme: Abandoned Goldmine Inspiration: A bit of an older map compared to others in this thread, Grave Digger wasn't meant to see the light of day but a few people got wind of it and wanted to use it in a tournament. A few refinements later and the map was finalized. A plethora of great games were played here and most oppinions were good. I am considering changing the positioning of the main
*Pictures updated*Version: 0.2+ Show Spoiler +Change log: + Show Spoiler +-6x6 Debris HP change: 1000 -Diagonal Debris added *OVER* the in base natural minerals, allowing building placement but no mining. -Added multiple rocks (Main ramp - Outside of third -Removed rocks blocking center access to third -Cross spawn enforced + Show Spoiler [Portfolio] + + Show Spoiler [Details] +Published on: North AmericaPlayers: 4(1v1 - 2v2 - FFA) Size: 131x130 ![[image loading]](http://i1057.photobucket.com/albums/t388/Broodie/CR-OverViewUpd1.png) ![[image loading]](http://i1057.photobucket.com/albums/t388/Broodie/CR-BasesViewUpd1.png) Description: A large asteroid near Korhal used for international entertainment. Caustic Reactor was bought out by the government as a means of creating a budget increase for military projects. Theme: Spectator sport platform Inspiration: After creating so many two player maps I needed to branch out a bit, but at the same time I also wanted to add some non standard elements. Considering changing natural choke points and decreasing Xel'Naga vision
*Pictures updated*Version: 0.2+ Show Spoiler +Change log: + Show Spoiler +-Rocks repositioned to direct game flow -Aesthetics added -1x1 High ground added near mid -LOS blockers added near mid -Rocks footprint glitch fixed + Show Spoiler [Portfolio] + + Show Spoiler [Details] +Published on: North AmericaPlayers: 2 (1v1) Size: 97x133 ![[image loading]](http://i1057.photobucket.com/albums/t388/Broodie/Map%20Thread%201/Map%20Thread%20Big%20update%201/BP-OverView.jpg) ![[image loading]](http://i1057.photobucket.com/albums/t388/Broodie/Map%20Thread%201/Map%20Thread%20Big%20update%201/BP-BasesView.jpg) Description: Traces of a rare element used to obtain a crucial new fuel refined on Necron can be found here. Welcome to Stagnehn, if it werent for countless eons of people draining it of it's surface elements this young planet may have begun nuclear reaction and eventually morphed into a solar state. Theme: Volcanic outpost Inspiration: I made a similar map to this a long time ago, When I made the other map I had made it too narrow and limiting. With this (heavily altered) version, I simply wanted to add appropriate spacing and a more standardized blueprint; Reviving and revitalizing its predecessor.
*Pictures updated*Version: 1.2+ Show Spoiler +Change log: + Show Spoiler +-Made terrain height uniform around Xel'Naga watch tower (removed ramps) -Added LOS Blockers encompassing the Xel'Naga watch tower (4x4 building space between) -Aesthetics added -Main base enlarged + Show Spoiler [Portfolio] + + Show Spoiler [Details] +Published on: North AmericaPlayers: 4(1v1 - 2v2 - FFA) Size: 144x144 *![[image loading]](http://i1057.photobucket.com/albums/t388/Broodie/Map%20Thread%201/Map%20Thread%20Big%20update%201/XB-OverView.jpg) ![[image loading]](http://i1057.photobucket.com/albums/t388/Broodie/Map%20Thread%201/Map%20Thread%20Big%20update%201/XB-BasesView.jpg) Description: Driven back from the caverns, we fought in the fortress to no avail. But here, we shall not fall, for this is our last bastion... 4 spawn re-imagining of Xel'Naga Caverns Theme: Re-imagining of Xel'Naga Caverns Inspiration: Basically I've played on Xel'Naga Caverns so much I just wanted to make it bigger and with four players lol This map is the oldest of my release.
*Pictures updated*Version: 0.2+ Show Spoiler +Change log: + Show Spoiler +-Pathing split outside 3rd base for better game flow/decision making -lighting saturation reduced -Doodads added to vary pathing in mid -Rocks nearby third positioned in a defensive position as opposed to offensive of 0.1 -Overlord pods added along main attack paths + Show Spoiler [Portfolio] + + Show Spoiler [Details] +Published on: North AmericaPlayers: 2(1v1) Size: 119x165 ![[image loading]](http://i1057.photobucket.com/albums/t388/Broodie/Map%20Thread%201/Map%20Thread%20Big%20update%201/MS-Over.jpg) ![[image loading]](http://i1057.photobucket.com/albums/t388/Broodie/Map%20Thread%201/Map%20Thread%20Big%20update%201/MS-Bases.jpg) Description: Near the edge of the milky way galaxy, two moons circle close by to planet Neptune. Confederate Colonies have set up here waiting to harvest the experimental earth, deeper within the solar system. Unfortunately it is not just this colony who wants what earth has created. Theme: Snowy moonlit moon Inspiration: The layout came from helping a friend with the editor on his first use. It was a work in progress for a few days, just being a layout until I figured out how to unlock the snow textures. I'm also glad I discovered how to use snow textures as it drove me further into the data editor and such. This is the first snow map I've made
*Pictures updated*Version: 0.1+ Show Spoiler +Change log: + Show Spoiler ++ Show Spoiler [Portfolio] + + Show Spoiler [Details] +Published on: North AmericaPlayers: 2(1v1) Size: 146x148 ![[image loading]](http://i1057.photobucket.com/albums/t388/Broodie/Map%20Thread%201/Map%20Thread%20Big%20update%201/Arc-OverView.jpg) ![[image loading]](http://i1057.photobucket.com/albums/t388/Broodie/Map%20Thread%201/Map%20Thread%20Big%20update%201/Arc-MainBasesView.jpg) ![[image loading]](http://i1057.photobucket.com/albums/t388/Broodie/Map%20Thread%201/Map%20Thread%20Big%20update%201/Arc-AuxilaryBasesView.jpg) Description: A colony on the moon Titan formed to collect methane as a reasonable source of fuel for a new critical mass engine technology. Though the atmosphere is fragile, this station has been diggin into the crust for years. Theme: Advanced Colony Inspiration: This map was designed in part of a team project. Switching back and forth for certain elements between two maps allowed Architectona to really come to life. The layout itself was inspired by the fact that we dont usually create maps in this particular design.
*Pictures updated*Version: 0.1+ Show Spoiler +Change log: + Show Spoiler ++ Show Spoiler [Portfolio] + + Show Spoiler [Details] +Published on: North AmericaPlayers: 2(1v1) Size: 126x162 ![[image loading]](http://i1057.photobucket.com/albums/t388/Broodie/Map%20Thread%201/Map%20Thread%20Big%20update%201/D-OverView.jpg) ![[image loading]](http://i1057.photobucket.com/albums/t388/Broodie/Map%20Thread%201/Map%20Thread%20Big%20update%201/D-BasesView.jpg) Description: Left abandoned for decades, Derelict has grown back it's mineral source in a unique way. Scientist believe that the crystals have recorded visual history of an ancient culture that may not be as primitive as anyone would think... Theme: Dangerous desert cliffs Inspiration: I've always loved the theme I use in this map (texture wise and the overall ambience) So I decided to start Derelict with the intention of making a strong 1v1 map that wasn't too big nor small. Unfortunately the angle I finished with left a lot of open space, so I decided to add an island as filler. During test plays this map led to some beautiful games and only in the late game was the island brought to use thanks to the neutral creep tumor centered on it.
*Pictures updated*Version: 0.1+ Show Spoiler +Change log: + Show Spoiler ++ Show Spoiler [Portfolio] + + Show Spoiler [Details] +Published on: North AmericaPlayers: 2(1v1) Size: 163x100 ![[image loading]](http://i1057.photobucket.com/albums/t388/Broodie/Map%20Thread%201/Map%20Thread%20Big%20update%201/I-OverView.jpg) ![[image loading]](http://i1057.photobucket.com/albums/t388/Broodie/Map%20Thread%201/Map%20Thread%20Big%20update%201/I-BasesView.jpg) Description: Preceeding the discovery of the secret machine; these marshlands were un-avoidable. Luckily for the explorers there was still some land breaking the surface of the ocean, making travel somewhat easier, but still unfavorable. Theme: Unexplored marshlands Inspiration: Second map of the team project, Imperialis was inspired from a moth (as is seen in the shape.) We had also been wanting to do a flooded landscape for a while now and think we've achieved a solid balance of such.
Last edit: 2012-03-07 12:08:27 |
| | Part of team SCA - Want your Games/Tournaments Casted? check out my profile for more info! |
|

|
| The_Templar United States. February 22 2012 06:51. Posts 4043 | Profile Blog # |
+ Show Spoiler +This one has problems, such as the double-wide ramp into the main (makes PvP unbearable), 4 bases is incredibly easy to defend form 1 choke point, and the pathways are a bit narrow. Most of the other ones are OK. Edit: will keep editing comments.
+ Show Spoiler +The center is too cramped, the watchtowers don't really work (as they are pretty necessary imo), the golds are too close to the center making control of the center vital, and the natural is pretty hard to take.
+ Show Spoiler + The main CC/Nexus/Hatch isn't seigable from the lowground, is it? Other than that this one is pretty cool.
+ Show Spoiler + So, it's a cross between entombed and xel'naga caverns with an inbase nat? Seems interesting, not so sure about the center however.
Due to a warning message from the TL.net bot, I will not be able to post feedback on any other maps (with images) until I am able to find another way to copy/paste maps (something about bandwidth), so I'll just use map names. Boiling Point: 8 bases, terrible layout due to incredibly close thirds to your opponent, and sick aesthetics. Grave digger: A lot of unnecessary features, such as the natural ramp, make this map look sort of... bad, to put it bluntly. More small chokes than necessary. Necrocephalic: What sort of name is that? The main ramp points away from the nat, making it hard to expand there with a wall (necessary for protoss FFE and terran NoGas (sort of)). There are 8 bases, making macro games very difficult. I honestly hope that those cliffs on the edges of the map are not pathable. Rush distances may be a bit short. Peripheral Fringe: Assuming there are no close positions, this map is pretty awesome. Warscalator: 5 easy bases defended by 2 ramps, 2 golds in the centers, both mean turtling, ESPECIALLY because the only path is through the center. Happy mapping  Last edit: 2012-02-22 07:33:36 |
| | I am the 4% http://www.teamliquid.net/forum/viewpost.php?post_id=17208214 ||| Improvement of posts underway. |
|

|
| Team .SCA United States. February 22 2012 07:00. Posts 274 | Profile Blog # | |
| | AprilTerran.967 | General Manager | Team .SCA | www.teamsca.info | @dotSCA | |
|
|
| Broodie Canada. February 22 2012 07:43. Posts 752 | Profile Blog # |
Thanks for the feedback, keep it coming lol
I'll address your comments per paragraph:
1. I agree about Caustic Reactor, The double wide ramp will most likely send the game into a 4gate challenge for PvP and I was thinking of adding 4x4 debris to the far side to eliminate this. There ARE two entrances to the mid ground sections of the map, main ramp being 5 across and a back door 2 across, but I'm definitely open to change this, but the changes will still be limiting due to siege lines, please suggest!. As for the narrow aspect I think the areas pan out decently, choking around the Xel'Naga and widening up before the Mid ground ramps, I'm open for suggestions here as well though. Would you consider lowering the sight range of the Naga's or just straight up simplifying the center?
2. Acuter Canyon: You've addressed a few concerns I've had here as well, but they are easy fixes ^.^ Im going to consider removing the ability to destroy the watch towers and place them elsewhere ( as of now they currently block the gold.) As for the center I feel as if it should be choked considering the denial possibilities of the gold and how open the map is surrounding it, open for suggestions though. Do you think adding 4x4 rocks to the small backdoor ramp would be a good idea?
3. Secret Machine: No I made sure the main wasn't siegable, before hand it was, but I extended the main and pushed the minerals a bit closer to the nat, and thanks!
4. Xel'Naga Bastion: Check out the Change log haha, I'll be updating the pics for the map soon. In it's current state the Center resembles Antiga Shipyard now, instead of the poorly designed center in that image^
5. Boiling Point: I'll begin some rework asap lol and question: "Sick" in my vocab means awesome lol are we on the same page? and how would you feel about repositioning rocks and adding a backdoor nat?
6. Grave Digger: I agree about the ramp, will change and widen.
7. Necrocephalic <-- Basically means "Dead in the head" lol: I experienced this through testing as well (main ramp) and will play around with it tonight. surprisingly the tests my friends conducted ended up in some nice macro games but I'll see what I can do to further encourage this. And no the high ground cliff is only passable in one location (at the parallel high ground ramps) and it is a straight path.
8. I will work on adjusting alternate pathing.
Once again thanks a lot for the comments Templar they're helping a ton!Last edit: 2012-02-22 08:03:38 |
| | Part of team SCA - Want your Games/Tournaments Casted? check out my profile for more info! |
|

|
| The_Templar United States. February 22 2012 07:51. Posts 4043 | Profile Blog # |
1. I agree about Caustic Reactor, The double wide ramp will most likely send the game into a 4gate challenge for PvP and I was thinking of adding 4x4 debris to the far side to eliminate this. There ARE two entrances to the mid ground sections of the map, main ramp being 5 across and a back door 2 across, but I'm definitely open to change this, but the changes will still be limiting due to siege lines, please suggest!. As for the narrow aspect I think the areas pan out decently, choking around the Xel'Naga and widening up before the Mid ground ramps, I'm open for suggestions here as well though.
I would move one of the mid-bases to low ground and make that area quite open (but not seigable from the other bases!) Rocks on the main ramp to narrow it is probably the best idea. Also, the xel'naga watch towers are probably a bit too close together, either spread them out or have just 1.
2. Acuter Canyon: You've addressed a few concerns I've had here as well, but they are easy fixes ^.^ Im going to consider removing the ability to destroy the watch towers and place them elsewhere ( as of now they currently block the gold.) As for the center I feel as if it should be choked considering the denial possibilities of the gold and how open the map is surrounding it, open for suggestions though. Do you think adding 4x4 rocks to the small backdoor ramp would be a good idea?
I would personally just add rocks to the tiny ramp into the nat and remove the dot of high ground terrain in the center ^-^
3. Secret Machine: No I made sure the main wasn't siegable, before hand it was, but I extended the main and pushed the minerals a bit closer to the nat, and thanks!
3. Secret Machine: No I made sure the main wasn't siegable, before hand it was, but I extended the main and pushed the minerals a bit closer to the nat, and thanks!
Ok, then I have no problems with it.
4. Xel'Naga Bastion: Check out the Change log haha, I'll be updating the pics for the map soon. In it's current state the Center resembles Antiga Shipyard now, instead of the poorly designed center in that image^
Cool ^^ I like how the third/fourth is so similar to the nat/third of XNC, but the inbase nat makes it so much better.
+ Show Spoiler +5. Boiling Point: I'll begin some rework asap lol and question: "Sick" in my vocab means awesome lol are we on the same page? and how would you feel about repositioning rocks and adding a backdoor nat?
Sick means better than anything I have ever done in this case- and if you see my maps you'll know what I'm talking about- so you have awesome aesthetics compared to your relative mapmaking skill (which is quite good). In addition to both changes you should also push the thirds back to make them easier to defend.
6. Grave Digger: I agree about the ramp, will change and widen.
Just make it more standard  (The ramp I mean)
7. Necrocephalic <-- Basically means "Dead in the head" lol: I experienced this through testing as well (main ramp) and will play around with it tonight. surprisingly the tests my friends conducted ended up in some nice macro games but I'll see what I can do to further encourage this. And no the high ground cliff is only passable in one location (at the parallel high ground ramps) and it is a straight path.
Hmm, macro games at what level? It seems to me that at a higher level of play (masters+) the game would result in huge amounts of agression, mostly on 1 base
8. I will work on adjusting alternate pathing.
You mean on the Warscalator map right? Cool!
Once again thanks a lot for the comments Templar they're helping a ton!
Np  Last edit: 2012-02-22 08:33:10 |
| | I am the 4% http://www.teamliquid.net/forum/viewpost.php?post_id=17208214 ||| Improvement of posts underway. |
|

|
| Team .SCA United States. February 22 2012 12:33. Posts 274 | Profile Blog # |
| Don't be too quick to change yet, give it a week or so after their published so we can test them out personally! |
| | AprilTerran.967 | General Manager | Team .SCA | www.teamsca.info | @dotSCA | |
|
|
| Broodie Canada. February 23 2012 01:31. Posts 752 | Profile Blog # |
I wont change them all too much, some things TehTemplar pointed out could actually better balance and the overall designs themselves.
I'll only change obvious things and aesthetics for the time being + work on a tenth map to fill the pack lol I'd like some more feedback from the cummunity before I go ahead and start changing big things ^.^
|
| | Part of team SCA - Want your Games/Tournaments Casted? check out my profile for more info! |
|
|
| AceChronic Canada. February 23 2012 07:24. Posts 5 | Profile # |
Wow, the aesthetics on this map are insane! TehTemplar made some good points, I can't wait to play some test games on these soon!  Last edit: 2012-02-23 07:25:46 |
|
|
| mesohawny Canada. February 23 2012 10:48. Posts 193 | Profile Blog # |
yeah seriously good asthetics on all these.
Secret Machine is the best one, makes for great games every time
|
| |
|
| Broodie Canada. February 23 2012 17:57. Posts 752 | Profile Blog # |
Updated some maps, just basics for the time being but they do change some balance quite a bit. Look for the "*Pictures updated*" underneath the maps intro to find out what maps have been updated (I'll remove the tag after a week or so of the data not being touched on TL)
Thank you Ace and Meso lol I try pretty hard to get my textures right so I'm glad to hear you like it ^.^
Just wondering if anyone would enjoy a 3 player map added on the end of this release? I haven't made one before so I think it would be a kool idea.
+ Show Spoiler [ :( ] +Photobucket made me pay for pro  |
| | Part of team SCA - Want your Games/Tournaments Casted? check out my profile for more info! |
|
|
| Brainiac_Br Brazil. February 24 2012 02:15. Posts 14 | Profile # |
Destructible XNT still make these maps tagged as [M]elee?
IMO that's not a good ideia =S |
| |
|
| mesohawny Canada. February 24 2012 11:55. Posts 193 | Profile Blog # |
i might like peripheral fringe the best right now, just so classic.
keep updating.. need more maps like peripheral fringe and secret machine
|
| |
|
| Broodie Canada. February 24 2012 15:29. Posts 752 | Profile Blog # |
Added a new works in progress section to the bottom of the first post, I'm going to use that section for very rough map layouts to gather some opinions of their design before I proceed in textures/doodads etc.
All feedback is Greatly appreciated!
@ Brainiac_Br: I'm contemplating if the maps really need the destructible feature to them, I would like a few of them to retain the custom Naga's (Warscalator and Acuter Canyon) but if I need to take them out that'll be no prob ^.^
And yes the maps are still considered Melee if data is changed. Triggers effect the description. Valid concerns though
@ Mesohawny: Thanks a lot dude, It's kindof funny how the simplest designs are always noticed a more-so than super detailed, glad your like them! |
| | Part of team SCA - Want your Games/Tournaments Casted? check out my profile for more info! |
|
|
| ihasaKAROT Netherlands. February 24 2012 19:32. Posts 3393 | Profile Blog # |
| Can you please use the TL uploader for the images? It works fine and your post right now is loading slower then I can eat the entire McDonals assortment |
| |
|
| Rampskalle Sweden. February 25 2012 03:22. Posts 1 | Profile # |
| Acuter Canyon looks beastly! Overall most visually impressive maps i've seen in awhile, looking forward to the next map jumping out of your workshop. |
| | You know what i like the most? |
|
|
| Broodie Canada. February 26 2012 13:31. Posts 752 | Profile Blog # |
Moonlit Sonata added to the map pool.
@KAROT: Does TL's Imgur have a bandwidth cap? I bought an account on photobucket for releasing these >.<
@Rampskalle: Thanks dude, look no further I just added one ^.^
I'd still love to hear some feedback from the community, I want to have my maps balanced out very well before I go public with them.
Thanks! |
| | Part of team SCA - Want your Games/Tournaments Casted? check out my profile for more info! |
|
|
| AceChronic Canada. February 26 2012 13:50. Posts 5 | Profile # |
Hopefully the community gets in here and throws some feedback down, these maps are beautiful and need to be appreciated! Especially love the newest addition... Where did you get the sick Ice palette? Looks like those campaign missions from HotS! |
|
|
Barrin United States. February 26 2012 23:08. Posts 4206 | Profile Blog # |
@Warscalater What is the rush distance on this map? I feel like it's extra short, would prefer 100+ from analyzer Right now the golds at are 4.5 and 10.5 o'clock, would prefer at 3 and 9 Other than that I rather like it.. maybe you could increase rush distance without changing anything else. Also maybe put some attention on the main ramp -> natural CC connection (for that type of walloff)
@Peripheral Fringe Meh, yet another 12b 4p mirror. Far above-par though.
@Acuter Canyon Heeble bojeebles that natural is very open/vulnerable. The 3rd and 4th are pretty open too. Given the long rush distance this feels like it's starting to add up to zerg imbalance (I rarely call imba). The high concentration of bases on the sides makes up for a medium (relatively high) concentration of bases between the sides (counteracting most circle syndrome, its fine). Would prefer a much higher % of pathable area, but I know how it goes. I would like to see how this one plays out.
@Necropheliac rofl whats up with you and non-standard (impossible) main ramp <-> natural CC connections and very open naturals ^^ Again I would change this (far too vulnerable imo), but the rest of the map looks good (YES 8-base map without severely short rush distance and no circle syndrome!!!).
@Secret Machine I really like what you did here for 16b 4p rotational (note: it is relatively subtle). I can't help but feel like I want a smaller version of it though like 164x164 :X
@Grave Digger No ramp at main kills it by itself (broken PvP), but the high circle syndrome is the nail in the coffin. Going down the list the other maps put this one to shame.
@Caustic Reactor Not a fan of a lack of flow from each "corner" (4-base) of the map into adjacents (tiny middle). Even Terminus had bases in the middle, and this is even worse than Antiga Shipyard. See Secret Machine for interesting 4p rotational map control / army positioning.
@Boiling Point Seen this concept before multiple times, never liked it still don't :x
@Xel'Naga Bastion Quite nice ^^ Deserves more detail <3
@Moonlit Sonata <3 white and blue ^^, maybe a little too bright? :X It's nothing special but this map should play out fine. Give zergs some overlord scouting pods in the center in places?
Do feel free to make a thread for each of these maps btw :D
I think you have a lot of potential. Some of these maps are already very good. My advice in general to you is to spend more time on each map ^^
 Last edit: 2012-02-27 00:14:34 |
| | "It is dangerous to be right in matters where established men are wrong." -Voltaire |
|

|
| Broodie Canada. February 27 2012 09:45. Posts 752 | Profile Blog # |
I've compiled a large list of what people like/dislike and suggest about my maps, and tonight + Show Spoiler +after the Walking Dead >.< which is finally picking up I'll begin the rehashing and refining process.
Check back tomorrow, and Tuesday for updates in pictures and the change logs of each map!
I've also added a poll for favorite maps at the top of the first post^ if you've got a second it will help me determine which maps to have a stronger emphasis on during editing and play testing.
Maps should be available to play on Wednesday.
@AceChronic: Thank you haha, the ice palette is actually built into the game itself but initially hidden, and the doodads are changed through a bit of data work.
@Barrin: Thanks for the feedback! It wouldn't be a problem to make specific threads for the maps? I made this one thread to eliminate forum clutter.
Perhaps in a months time or something, I'll begin making individual map threads, once balancing is achieved^^
Thanks everyone I'm still open to feedback/opinions/suggestions. Continuing support will help me make these maps better^^^^
I'll download the program for map analysis when I get my internet back up this week and post the pictures in this thread^
|
| | Part of team SCA - Want your Games/Tournaments Casted? check out my profile for more info! |
|

|
| Broodie Canada. February 29 2012 12:07. Posts 752 | Profile Blog # |
Maps are now published on NA server^ Read disclaimer in OP! + Show Spoiler +Published maps are versions 0.2, maps in this thread are currently 0.1
I'm looking to have a large list of issues/suggestions from these maps, anything goes so please leave your criticism!
GLHF And thank you to those who help me test, it means a lot! |
| | Part of team SCA - Want your Games/Tournaments Casted? check out my profile for more info! |
|
|
| 1 2 Next All | | |
|
|
| |
|

|