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| HypertonicHydroponic July 13 2012 14:12. Posts 409 | Profile Blog # |
Deja vu Deja vu v.0.2 This map is intended for the MOTM ProAm (July) contest.
This map is a work in progress, whether or not it gets picked.
This post is a work in progress, and is being created for the sole benefit of FlashFTW. j/k <3 <3 <3 But seriously, the important stats and such will be edited in at a later time.
This map is published on NA. Creation Details: + Show Spoiler +It's asymmetrical, yet "balanced" because all of the spawn locations are the same. I wanted to create a map that could have a lot of "positional balance" so to speak, yet turn out very different games based on positioning. I call it repetitive symmetry. And yes, the aesthetics are horrible, but the idea is that all of the spawns look very different colorwise since the actual shape of the terrain is the same -- hence, Deja vu.
The only real gameplay notes I want to make are: 1) that the backdoor to the nat is covered by three 2x4 rocks; 2) destroying a single rock in any of the rocks pairs that open up alternate paths will allow units through that can fit through a single tile (in other words you have break both in the pair to let tank/thor through).
Map Pics: + Show Spoiler +
Map Specifications:
- Size -- 148x148 playable (168x176 full)
Last edit: 2012-08-23 07:42:31 |
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| NewSunshine United States. July 13 2012 14:18. Posts 1023 | Profile # |
| Uhhhhh..... is there a glitch in the matrix? |
| | [ESV mapmaking team member] [Former DF map team founder] [@ESVNewSunshine] |
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| -NegativeZero- United States. July 13 2012 14:28. Posts 588 | Profile # |
what is this i don't even
Seriously, i very highly doubt this has any chance of working. There are some other problems besides the obvious asymmetry as well, most notably the extremely narrow chokes and the naturals being attackable from the low ground. |
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| iHirO United Kingdom. July 13 2012 17:07. Posts 308 | Profile Blog # |
| You should rename this map "The Andy Warhol" |
| | This is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me? | |
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| ihasaKAROT Netherlands. July 13 2012 17:11. Posts 3393 | Profile Blog # |
This is the most confusing map ive seen in a long time  |
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| DYEAlabaster Canada. July 13 2012 17:28. Posts 992 | Profile Blog # |
There are a lot of problems with a map like this, and this needs re-working if you want to make it legit.
For instance, the way spawns work, there are massive imbalances depending on where you and you oponent spawn, there a re few paths through the centre that aren't massive chocks, etc. |
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Sea_Food Finland. July 13 2012 18:46. Posts 1612 | Profile Blog # |
| Im looking at this from my workplace brake computer that uses internet explorer 1.0 so first i tought the image was glitched. Then i took a closer look T.T |
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| HypertonicHydroponic July 14 2012 01:52. Posts 409 | Profile Blog # |
@ NewSunshine -- Nice reference, but no everything was copy and pasted perfectly. 
@ -NegativeZero- -- The asymmetry is not a "problem", though there may be and most likely are "problems" with the map. I would imagine certain race/starting position combinations are better than others and would be quite interested to see how the numbers would turn out. But if the concept is not put out there, it will not be tested and critiqued. I'm not interested in statements like "this problably won't work" -- I'm looking for analysis, not conclusions.
@ iHiro -- haha, nice.
@ ihasaKAROT -- I am to please. 
@ DYEAlabaster -- Again, analysis. If you don't have the time to detail your concerns, I don't have the time to take you seriously (especially with your history in this forum). If you take a step back, you will realize that essenitally, I have created a center-less map. While there is a phsycial center, the starting positions somewhat decide where the gravititation center of the map lies. While this may or may not wind up being fatally problematic, I went there. And just to help you re-read the OP, this is a submission to the ProAm tournament -- it's supposed to be reworked.
@ Sea_Food -- Should have read the blurb before looking at the map image. :/ I tried to prepare you... hopefully lefix will make it look pretty. XD
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Praetorial United States. July 14 2012 01:58. Posts 3631 | Profile Blog # |
What the this is so....
so modern. |
| | FOR GREAT JUSTICE! Bans for the ban gods! |
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| OxyGenesis United Kingdom. July 14 2012 02:30. Posts 278 | Profile # |
| That is going to be absolute hell to balance. I don't even think it's possible, sorry. |
| | Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net |
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| prodiG Canada. July 14 2012 02:34. Posts 1993 | Profile Blog # |
If you're going to make asymmetrical maps, I recommend at least making them more interesting than just not rotating some of the corners. If your map is confusing to look at, it will be confusing to play and players won't enjoy it at all. Your #1 goal should be to make it as coherent as possible - Aesthetics, placement, proportions, distances, etc should all make sense - even if they're not symmetrical. The map, like NewSunshine said, really does look like a "glitch in the matrix."
Also... the "pros" aren't doing all of the aesthetics for the maps in the pro/am are they? |
| | ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir |
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| Mullet_Ben United States. July 14 2012 03:10. Posts 45 | Profile # |
It's an interesting concept executed poorly.
I'm not saying that a "repetitively symmetrical" map can't work, only that this map won't work. It's small, it's full of chokes, and for some reason littered with destructible rocks. There's also a whole lot of open airspace, which is not necessarily bad, and possibly unavoidable, but still probably not good. Also it's ugly.
You should make every corner a different tileset and rename this map "The Andy Warhol"
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Sea_Food Finland. July 14 2012 03:14. Posts 1612 | Profile Blog # |
On July 14 2012 02:34 prodiG wrote: If you're going to make asymmetrical maps, I recommend at least making them more interesting than just not rotating some of the corners. If your map is confusing to look at, it will be confusing to play and players won't enjoy it at all. Your #1 goal should be to make it as coherent as possible - Aesthetics, placement, proportions, distances, etc should all make sense - even if they're not symmetrical. The map, like NewSunshine said, really does look like a "glitch in the matrix."
Also... the "pros" aren't doing all of the aesthetics for the maps in the pro/am are they?
I think the pros are allowed to pick any map they want, and work that map as much as they want. |
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| HypertonicHydroponic July 14 2012 04:16. Posts 409 | Profile Blog # |
@ prodiG -- Had I the time to sink into actually creating this map (or any of my recent maps), I would have made it look more appealing, and thus easier to read and understand. I might have even been able to modify some of the proportions such that they would work a little bit better. I still may do that, even if the map isn't choosen. But as for this contest, I had pretty much 24 hours to work on three maps, and I wound up only really getting to two of my "new" ideas. Believe me, if this map is chosen, the I wouldn't make the Pro do *all* the work -- I'll definately want to collaborate in making this better. On the other hand, I welcome the aesthetical expertise any of them have to offer. My #1 goal on what essentially is a first draft is not the aesthetics, it's the layout concept.
I think Mullet_Ben sums it up conscisely:
It's an interesting concept executed poorly.
Again, that's why it is hoping to see pro hands help to execute it well. |
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| HypertonicHydroponic August 23 2012 07:43. Posts 409 | Profile Blog # |
| Updated with version 0.2 pictures. |
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