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| GDR Canada. July 06 2012 16:45. Posts 398 | Profile # |
Kilauea by GDR
Published to [NA]
Version 2.1 overview, and angled screeshots don't reflect the ingame lighting (use version 1.0)
![[image loading]](http://i.imgur.com/DSxPt.jpg) + Show Spoiler [Version 1.0] +
Angled: + Show Spoiler + + Show Spoiler [Angled Version 1.0] +
Screenshots: + Show Spoiler + + Show Spoiler [Screenshots Version 1.0] +
Analyzer: + Show Spoiler + Wasn't working for me? Something to do with a unexpected format. Couldn't read and skipped.
Details This is my first map in the Starcraft 2 editor. Prior to this I hadn't done anything in the editor before. I feel like I have made a lot of mistakes, and this map isn't perfect by any means. That being said I'm at a loss of where to go from here with the map, and its better to have it out here where it can be criticized. I then can make the necesary adjustments.
Kilauea (or Kīlauea) is a volcano in the Hawaiian Islands. It is the most visited volcano in the world, and one of the most active. (more)
Map: Kilauea Players: 2 Playable Size: 172x179 Bases: 12 Towers: 2
Textures: + Show Spoiler +
Changes: + Show Spoiler [Version 2.1] +- Moved watch towers.
- Added two middle bases. (Rich Vespene)
- Enlarged both main, and natural.
- Adjusted ramps.
- Enlarged middle ground.
- Added LOS blockers.
- Texture/Asthetic work.
Current Issues: + Show Spoiler +Last edit: 2012-07-07 11:46:04 |
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| IronManSC United States. July 06 2012 16:58. Posts 1660 | Profile # |
Those mains are freakishly tiny, as well as the natural. To be completely honest the main and natural are poor in terms of proportions. Here is the general guideline:
Large Main - Small Nat Medium Main - Medium Nat Small Main - Large Nat
...you have Small Main - Small Nat. I would consider one of the above recommendations because right now there seems to be zero macro capabilities with the way the main and nat bases are laid out. The third and fourth are okay though.
I'll give more feedback later but this needs to be a top priority.
On the brighter side, this is actually very well done for your first map, in terms of the textures and aesthetics  Last edit: 2012-07-06 17:00:08 |
| | ESV Map Maker. || twitter: @ESVironManSC || Author of Ohana, Khalis, Ravage, Khaydaria, Spring |
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| PrsdntKmacho United States. July 06 2012 16:59. Posts 19 | Profile # |
| I think there aren't enough open paths to the 4th and 5th bases. Seems like turtling with mech or soemthign along those lines would net you too many expansions with little contention. |
| | I thought yo head would be bigger... |
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| GDR Canada. July 06 2012 17:13. Posts 398 | Profile # |
On July 06 2012 16:58 IronManSC wrote:Those mains are freakishly tiny, as well as the natural. To be completely honest the main and natural are poor in terms of proportions. Here is the general guideline: Large Main - Small Nat Medium Main - Medium Nat Small Main - Large Nat ...you have Small Main - Small Nat. I would consider one of the above recommendations because right now there seems to be zero macro capabilities with the way the main and nat bases are laid out. The third and fourth are okay though. I'll give more feedback later but this needs to be a top priority. On the brighter side, this is actually very well done for your first map, in terms of the textures and aesthetics 
Yeah, I had a particularly hard time grasping porportions in the editor. My first try at creating terrain for this map had everything looking over-sized, and really quite off. I must of gone too far in the opposite direction, however.
I'll take in mind, and get on updating it for tomarrow.
And, thanks. |
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| IronManSC United States. July 06 2012 17:17. Posts 1660 | Profile # |
On July 06 2012 17:13 GDR wrote: Show nested quote +On July 06 2012 16:58 IronManSC wrote:Those mains are freakishly tiny, as well as the natural. To be completely honest the main and natural are poor in terms of proportions. Here is the general guideline: Large Main - Small Nat Medium Main - Medium Nat Small Main - Large Nat ...you have Small Main - Small Nat. I would consider one of the above recommendations because right now there seems to be zero macro capabilities with the way the main and nat bases are laid out. The third and fourth are okay though. I'll give more feedback later but this needs to be a top priority. On the brighter side, this is actually very well done for your first map, in terms of the textures and aesthetics 
Yeah, I had a particularly hard time grasping porportions in the editor. My first try at creating terrain for this map had everything looking over-sized, and really quite off. I must of gone too far in the opposite direction, however. I'll take in mind, and get on updating it for tomarrow. And, thanks.
It's alright man, this is actually a really good map, considering it's your first one. I mean crap it's better than my first ever sc2 map lol
+ Show Spoiler +
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| | ESV Map Maker. || twitter: @ESVironManSC || Author of Ohana, Khalis, Ravage, Khaydaria, Spring |
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| ScorpSCII Denmark. July 06 2012 17:33. Posts 295 | Profile # |
That is a hell of a nice first map. You've got some issues with the proportions, as IronManSC already pointed out, but once those are fixed, it can actually be quite decent. I would also suggest you to widen the center highground just a bit. I understand that you want it to be chokey, but it just seems a little too tiny.
I'd suggest you to download the map analyzer to get a better feel of the proportions. Can't exactly find the stable version, but someone else here might be able to.
edit: didn't see that you couldn't make it work. That is because it's the outdated version.Last edit: 2012-07-06 17:34:39 |
| | Author of Atlas | Dreamforge Mapmaking Team |
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| monitor United States. July 07 2012 02:11. Posts 2280 | Profile Blog # |
Hi there GDR, nice to finally meet you on TL haha!
As Ironman said, I suggest adding some more space to the expansions in general, especially the main and natural. Just enlarge the main into the middle and add some space behind the natural's mineral line.
I'm digging the expo layout and design, but I think the middle is slightly too big and open. I think the map could be better if you shrink it a little bit so it isn't so massive, and then if you make the middle less open. Also a nitpicky detail, but the cardinal ramps should really all be diagonal so they can be walled and forcefielded properly. Lastly, a middle expansion could be a nice addition to this map since there isn't much else there and it wouldn't be too powerful to hold (*cough Antiga). |
| | Starcraft 2 Mapmaker for TPW || Author of Korhal Compound |
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| GDR Canada. July 07 2012 11:37. Posts 398 | Profile # |
Okay, so I worked on it, and I think I made some good changes. I'm hoping I fixed most of the problems. The main base, and natural should be around a medium-medium size now. The center highground shouldn't be as choky in-game. I changed some of the ramps. Added those middle bases, and some LOS blockers so the map doesn't feel too empty, and to get a little Zerg-favor in what I would of thought is a fairly Terran map before. More deco work, etc...
Hoping I didn't take any steps backs.
Hey, Monitor. :D I might shrink it down if you guys still feel its too large/empty. Tell me how you feel about it, and I'll probably get on it tomarrow or Sunday.
Edit: A sreenshot of the main, and natural with buildings. It pre-dates my asthetics, but the dimensions haven't changed.
+ Show Spoiler +
Last edit: 2012-07-07 11:44:47 |
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| NoisyNinja United States. July 07 2012 13:09. Posts 982 | Profile # |
This looks extremely Terran favored. If I'm the Terran and I spawn in the north, I can wall off from my third to my natural and use tanks and become invincible in the front. Also, it looks like the main can be hit by siege tanks on the low ground by the fourth. I'll attach a picture with what I'm saying.
Picture of what I'm saying: + Show Spoiler +![[image loading]](http://i1226.photobucket.com/albums/ee403/OzoneNinja/KilaueaTankplacements.png) Ok, so the red/white line shows where a Terran can turtle and be relatively safe from a ground attack. Turrets will protect against air no problem. The blue X shows where a Terran could potentially siege a tank and hit the Command Center/Hatchery/Nexus from the low ground
However, looking over all of the potential problems, this map looks promising and I will play a game or two on it later with my friend and give you some feedback.
Feedback:
Map is rather dark lighting-wise, not sure if that's what you intended. Natural is very easy to wall off and the third has only 1 attack point (this is the high ground one). Easy to turtle on. Not a huge fan of the low ground 4th either, again too easy for Terran to abuse the other races if they expand there.Last edit: 2012-07-07 14:08:21 |
| | The world can go fuck itself. I'm not taking out my headphones. |
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| GDR Canada. July 07 2012 16:08. Posts 398 | Profile # |
On July 07 2012 13:09 NoisyNinja wrote:This looks extremely Terran favored. If I'm the Terran and I spawn in the north, I can wall off from my third to my natural and use tanks and become invincible in the front. Also, it looks like the main can be hit by siege tanks on the low ground by the fourth. I'll attach a picture with what I'm saying. Picture of what I'm saying: + Show Spoiler +![[image loading]](http://i1226.photobucket.com/albums/ee403/OzoneNinja/KilaueaTankplacements.png) Ok, so the red/white line shows where a Terran can turtle and be relatively safe from a ground attack. Turrets will protect against air no problem. The blue X shows where a Terran could potentially siege a tank and hit the Command Center/Hatchery/Nexus from the low ground However, looking over all of the potential problems, this map looks promising and I will play a game or two on it later with my friend and give you some feedback. Feedback: Map is rather dark lighting-wise, not sure if that's what you intended. Natural is very easy to wall off and the third has only 1 attack point (this is the high ground one). Easy to turtle on. Not a huge fan of the low ground 4th either, again too easy for Terran to abuse the other races if they expand there.
You can't siege the command center (or gas) from the low ground. I don't really like how far you siege into the base so you might see some changes there later anyways.
How does this make you feel?
+ Show Spoiler [Overview] + + Show Spoiler [Close-ups] +
Expanded it out a bit, and made a second ramp with rocks. I also increased the exposure on the map so it shouldn't be as dark (this overview lighting is accurate).
I don't really want to change the low ground base. I like to have this variation in height for my bases, and at most I might toy around with pushing the high ground out a bit.
Q: Do the rocks look normal? I had to resize them to fit, and at the blue base it looks a bit off. Do I even need the rocks? I would like to avoid them.Last edit: 2012-07-07 16:10:59 |
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