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Aunvilgods map thread

Forum Index > StarCraft 2 Maps & Custom Games 1 2 All
  Aunvilgod   June 21 2012 22:12. Posts 2031Profile # 
So I figured I´d start my own map thread to make it easier to get help and advice. I will post all my published maps here and also post pictures of my current work. Please leave advice and comments! Oh and don´t forget to suggest names if you can think if a fitting one.


Current work:

+ Show Spoiler +


Experiments:

+ Show Spoiler +


Published maps:

Incandescence
+ Show Spoiler +

Reactor
+ Show Spoiler +

Rusting Shrine
+ Show Spoiler +

Hephaistos
+ Show Spoiler +
Last edit: 2012-09-13 23:31:42
Incredible Miracle
Old Post

 
 Callynn   Netherlands. June 22 2012 01:37. Posts 877
Profile # 
You definitly have talent, those are some beautiful maps, both aesthetically and balance wise. However, I think that requesting specific feedback on specific problems you are encountering will give you more and more useful replies to this kind of thread.

For example:

"I have a balance issue with ramp x (show picture) due to certain brood lord positioning, how would you solve this?"

Right now, there is just too much going on on your experiment that doesn't give us the information we need to give feedback (also because we cannot test the map ourselves).

Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
Old Post

  Aunvilgod   June 22 2012 06:11. Posts 2031Profile # 

On June 22 2012 01:37 Callynn wrote:
You definitly have talent, those are some beautiful maps, both aesthetically and balance wise. However, I think that requesting specific feedback on specific problems you are encountering will give you more and more useful replies to this kind of thread.

For example:

"I have a balance issue with ramp x (show picture) due to certain brood lord positioning, how would you solve this?"

Right now, there is just too much going on on your experiment that doesn't give us the information we need to give feedback (also because we cannot test the map ourselves).




Solving balance problems is hardly the problem. Noticing them is the part where I need the help.

I think I will publish some of my WIP maps so people can test it. Although I doubt anyone will really play it.
Incredible Miracle
Old Post

 
 CrAyZeD   United States. June 22 2012 06:21. Posts 36
Profile # 
I would play the maps for sure if you need help looking for balance problems
Nice To Meet You!<3
Old Post

  Aunvilgod   July 03 2012 22:36. Posts 2031Profile # 
[image loading]

Thats how I plan the general mood of the map to be. Lighting is Meinhoff, Nature style is Haven. Do you like it?
Incredible Miracle
Old Post

 
 iGrok   United States. July 03 2012 22:42. Posts 4218
Profile Blog # 
Really like it so far! I would apply the same "overgrown" ideas you suggested in the Galapagos thread to this.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | Samurai Champloo | Maker's Mark | Gangnam Style! | Nunu
Old Post

 
 PandaZerg   Canada. July 03 2012 23:09. Posts 148
Profile # 
I like the first one
[image loading]
Last edit: 2012-07-03 23:09:53
Old Post

  Aunvilgod   July 04 2012 03:27. Posts 2031Profile # 

On July 03 2012 22:42 iGrok wrote:
Really like it so far! I would apply the same "overgrown" ideas you suggested in the Galapagos thread to this.


I don´t know if it would fit. The theme of the manmade part of the map is not a city in ruins, so I´ll have to see if I can make it look good.
Incredible Miracle
Old Post

 
 Bobnoble   Luxembourg. July 05 2012 03:02. Posts 48
Profile # 
Your first map looks awesome! I love the aesthetics /jeallous

I did my best to find anything problematic and maybe I did!

Are siegetanks (possibly colossi) able to fire over this rigde? if yes I think 3 siegetank timingpushes are going to cause nightmares for zerg as you can hug the tanks on this cliff and protect it with marines or transfer them safely (within siegerange like on taldarim's natural):

[image loading]

Also I'm kind of worried about FFE wallins could be hard to complete it before an early pool hits or you will have your ramp to your main uncovered:

[image loading]

Maybe I'm wrong, it's hard for me to tell how many buildings you need to wall in completely.

Also an analyzer would be nice to see.

But again great work! Keep 'em comming

*edit: I've come up with a possible name^^

"Deserted City" as it kinda looks like nature is claiming back its territory
or "Pioneer's crossing" if you want to look at it the other way around. :D
Last edit: 2012-07-05 03:08:04
Carriah has derived!
Old Post

 
 Yonnua   United Kingdom. July 05 2012 03:08. Posts 1036
Profile Blog # 

On July 05 2012 03:02 Bobnoble wrote:
Your first map looks awesome! I love the aesthetics /jeallous

I did my best to find anything problematic and maybe I did!

Are siegetanks (possibly colossi) able to fire over this rigde? if yes I think 3 siegetank timingpushes are going to cause nightmares for zerg as you can hug the tanks on this cliff and protect it with marines or transfer them safely (within siegerange like on taldarim's natural):


TDA has tank issues because there's some distance between where the tanks siege and where the defenders have to go in terms of the distance - on this map the tanks would be sieged right by the choke so you shouldn't have too many issues.


On July 05 2012 03:02 Bobnoble wrote:
Also I'm kind of worried about FFE wallins could be hard to complete it before an early pool hits or you will have your ramp to your main uncovered:



Looks pretty standard for FFE and anyway you don't wall-in against early pools, you build a cannon in your main mineral line and sac the forge.
PartinG | NaNiwa | Creator | Mvp | Bomber | Oz | FanTaSy | JangBi
Old Post

 
 Bobnoble   Luxembourg. July 05 2012 03:13. Posts 48
Profile # 
Ok don't mind me then
Carriah has derived!
Old Post

  Aunvilgod   July 05 2012 03:31. Posts 2031Profile # 

On July 05 2012 03:13 Bobnoble wrote:
Ok don't mind me then


I like both your names a lot! I think I might use them once I decide which way I go.

The map is currently published under Port Haven on [EU]. Doodads are not finished etc.
Incredible Miracle
Old Post

  Aunvilgod   July 10 2012 00:01. Posts 2031Profile # 
I ask for your opinion on the small highgrounds in front of the 3rd. I think tanks might be too powerful in on them. While I don´t have problems with terran-favoured features I really don´t want to create anohter Antiga or Entombed - style turtle map.

Is the highground better with 2 ramps or with 3 ramps?

+ Show Spoiler +
Incredible Miracle
Old Post

 
 Bobnoble   Luxembourg. July 10 2012 01:00. Posts 48
Profile # 
Me chobo, but I prefer two ramps it just looks nicer.

The thing is if there are 2-3 siegetanks on it you won't be able to kill it with lings only. Other units "only" need to have vision to attack it so I believe it's not a question of "ramp amount" but rather if the opponent can get vison on it. But to be honest it's really really hard to kill anyways. As the wise Starcraft 2 prophet Nostradamus once said :" a siegetank never comes alone" So it better not be right next to an expand or something equally important

*Edit: Oh! It is in front of an expand :/ I dunno....
Last edit: 2012-07-10 01:01:10
Carriah has derived!
Old Post

  Aunvilgod   July 10 2012 01:06. Posts 2031Profile # 
It is not in range of an expand. It would work fine if the terran is on the offensive but it is extremely strong if the terran is defensive. Btw, 3 ramps would generally look as good, in the 3 ramp version I just did´t change the textures at all.
Last edit: 2012-07-10 01:07:16
Incredible Miracle
Old Post

 
 Bobnoble   Luxembourg. July 10 2012 01:14. Posts 48
Profile # 
True! I just took a closer look, I first thought you would change the cliffs just by the thirds (where you still can drop tanks on ). It's fine with two then I believe.

Now that I think of it, I would place some doods on that cliff (the close one, not the one with ramps) an make it unpathable. Else you can cut of reinforcements from the natural and pressure the third, even if the actual dropped tanks can't reach the base. On the other hand you said you wanted to make a terran favored map ^_^.

again edit: The third ramp also increases the amount of stuff you can place on the highground and terrans will be happy about it
Last edit: 2012-07-10 01:17:28
Carriah has derived!
Old Post

  Aunvilgod   July 10 2012 02:05. Posts 2031Profile # 
Yes, of course you can´t drop on the highground without ramps.

I think I should make a better pic of the problem.

[image loading]
Last edit: 2012-07-10 02:11:10
Incredible Miracle
Old Post

  Aunvilgod   July 22 2012 23:23. Posts 2031Profile # 
Updated. I feel like I slightly overdid the variety of textures on the manmade part. Tell me what you think.
Incredible Miracle
Old Post

 
 Meltage   Sweden. July 24 2012 23:46. Posts 560
Profile # 
Nic eto see how you've inmproved aesthetcis on current work compared to earlier maps. Keep going!
TPW - The Planetary Workshop - map making team
Old Post

  Aunvilgod   July 25 2012 01:56. Posts 2031Profile # 

On July 24 2012 23:46 Meltage wrote:
Nic eto see how you've inmproved aesthetcis on current work compared to earlier maps. Keep going!


The quality of my aesthetic work has been rather stagnant since I started releasing maps on TL. I actually consider the aesthetics of Incandescence to be far better than on the map I am currently working on. While the current map is just a cute mix of already existing styles Incandescence actually has some unique features.
Incredible Miracle
Old Post

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