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Abandoned Planet (2)

Forum Index > StarCraft 2 Maps & Custom Games
 
 Infidler   Norway. June 26 2012 01:58. Posts 43
Profile # 
I updated this map and made an improved version from scratch link; http://www.teamliquid.net/forum/viewmessage.php?topic_id=348209

Original map in spoiler.
+ Show Spoiler +
Last edit: 2012-06-27 12:02:00
Goal; get one of my maps on the ladder.
Old Post

 
 FlaShFTW   United States. June 26 2012 02:04. Posts 4963
Profile Blog # 
what to say... we'll its not a bad map. but i feel that there are some mechanics we need to fix.

thirds. if you are new to the map making scene, i am the biggest asshole about 3rds. Please excuse me. we need a legit third here. is it the one that shared high ground with the natural? any kind of harass would easily cripple it, especially tanks. suggest making it hug the main base and putting the minerals along the base of the main, like on cloud kingdom. that sort of 3rd.

map is too splitable. defend like 3 chokes and you have a split map. suggest getting rid of that 5 mineral 1 gas base, pushing the corner bases towards the 3rds. I want to see where that gets us before i begin suggesting other changes.

Not bad for your first ever map :D
Never Surrender. Never GG. Always Fighting. BW4LYF. Woo Jung Ho Never Forget.
Old Post

 
 Infidler   Norway. June 26 2012 02:08. Posts 43
Profile # 

On June 26 2012 02:04 FlaShFTW wrote:
what to say... we'll its not a bad map. but i feel that there are some mechanics we need to fix.

thirds. if you are new to the map making scene, i am the biggest asshole about 3rds. Please excuse me. we need a legit third here. is it the one that shared high ground with the natural? any kind of harass would easily cripple it, especially tanks. suggest making it hug the main base and putting the minerals along the base of the main, like on cloud kingdom. that sort of 3rd.

map is too splitable. defend like 3 chokes and you have a split map. suggest getting rid of that 5 mineral 1 gas base, pushing the corner bases towards the 3rds. I want to see where that gets us before i begin suggesting other changes.

Not bad for your first ever map :D

Thanks for the feedback, im having problems submitting my last 2 maps, because i get this error. "Error: You are trying to create multiple threads too quickly. New users are limited to how fast they can create threads. Please consider searching for an existing thread about the topic, or wait a short while and try again."
Goal; get one of my maps on the ladder.
Old Post

 
 FlaShFTW   United States. June 26 2012 02:09. Posts 4963
Profile Blog # 

On June 26 2012 02:08 Infidler wrote:

Show nested quote +


Thanks for the feedback, im having problems submitting my last 2 maps, because i get this error. "Error: You are trying to create multiple threads too quickly. New users are limited to how fast they can create threads. Please consider searching for an existing thread about the topic, or wait a short while and try again."

ahhhh i see. well thats ok. gives you the excuse to focus on one map at a time xD see what you can do for this map. and after you are done, try to submit your next map and see if that works. GL HF
Never Surrender. Never GG. Always Fighting. BW4LYF. Woo Jung Ho Never Forget.
Old Post

 
 EatThePath   United States. June 26 2012 03:00. Posts 2468
Profile Blog # 
The idea of the layout is fine but you need to make the map split clearer. East/west is the only stable arrangement but the 3rd-->4th is very awkward. I would move the ramp outside the natural closer and point it towards the lowground base to make it worth taking as the 3rd. Right now, the current 3rd base is much too close to the enemy, making it hard for zerg to defend against terrans. The middle is also way too chokey. The idea is cool, maybe you can enlarge those ramps (double the size of the middle). Your map is very similar to this one; not a bad thing, but take a look at how meltage deals with some of the same issues in a very similar expansion pattern.

The 6m1g base is way too close to the other lowground base. I think if you were to change anything about this map, you should delete that small base and redo the terrain right there to provide a good defensive position that has access to everything on your half of the map. Imagine if that were a high ground area with a few ramps and the little base was on top. Totally redefines how the map looks in the late game.
Comprehensive strategic intention: DNE
Old Post

 
 Infidler   Norway. June 26 2012 03:03. Posts 43
Profile # 

On June 26 2012 03:00 EatThePath wrote:
The idea of the layout is fine but you need to make the map split clearer. East/west is the only stable arrangement but the 3rd-->4th is very awkward. I would move the ramp outside the natural closer and point it towards the lowground base to make it worth taking as the 3rd. Right now, the current 3rd base is much too close to the enemy, making it hard for zerg to defend against terrans. The middle is also way too chokey. The idea is cool, maybe you can enlarge those ramps (double the size of the middle). Your map is very similar to this one; not a bad thing, but take a look at how meltage deals with some of the same issues in a very similar expansion pattern.

The 6m1g base is way too close to the other lowground base. I think if you were to change anything about this map, you should delete that small base and redo the terrain right there to provide a good defensive position that has access to everything on your half of the map. Imagine if that were a high ground area with a few ramps and the little base was on top. Totally redefines how the map looks in the late game.


did you see the other overview called "Flash idea's overview"? he gave me some tips and i fixed it, might fix some of your problems too.
Goal; get one of my maps on the ladder.
Old Post

 
 EatThePath   United States. June 26 2012 03:12. Posts 2468
Profile Blog # 
Yes that definitely helps, but you have created way too much dead air space and the middle is still chokey. Those smaller ramps need to be one size bigger for that area to begin to be all right.

An improvement, but it'd be preferable to fill out that space by shrinking the dimensions some and rearranging the base locations to fit things in.

Looking more and more like Colonial. ;D

You could distinguish yourself by adding a 4th base in the clockwise direction, extending the high ground from the 3rd into the dead space. This makes a bit of a different map of course.
Comprehensive strategic intention: DNE
Old Post

 
 FlaShFTW   United States. June 26 2012 04:09. Posts 4963
Profile Blog # 
way to reduce dead space = take the entire halves of the map and rotate them into the dead space area. so take the left hand side, and rotate it into that bottom left area. this might be really hard to do, but i think it might be worth it. try it out and see if it works.

another idea is to just cut the map in half, then instead of rotating, just push the right half up, and the left half down. after that, we can do changes from there.

EDIT: try to work off of one idea first. that way people can have a single thing to give feedback on.
Last edit: 2012-06-26 04:15:48
Never Surrender. Never GG. Always Fighting. BW4LYF. Woo Jung Ho Never Forget.
Old Post

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