[G] Judging a Melee Map
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Randomaccount#77123
United States5003 Posts
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EatThePath
United States3943 Posts
If you're wondering, I'm doing UMS/Arcade mapmaking now omg teeeach me | ||
myRZeth
Germany1047 Posts
good "red suture" i m not sure whether this explains what i mean^^ | ||
BongChambers
Canada591 Posts
Gotta love MapMakers that really put time and effort into everything about thier map rather then just "ooo 4 base map and pretty doodads all over the place " | ||
ArcticRaven
France1406 Posts
On September 25 2012 02:47 BongChambers wrote: Maps are quite frankly top 3 most important things about SC2 or BW or quite frankly any RTS, its the battle feild in which all your battles take places, just ask any General or commanding officer how important knowing the Terrain and layout of the battleground is. Gotta love MapMakers that really put time and effort into everything about thier map rather then just "ooo 4 base map and pretty doodads all over the place " Hahaha I guess my maps don't get enough exposure | ||
NewSunshine
United States5651 Posts
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FlaShFTW
United States9655 Posts
FlaShFTW: Does he approve? a) if yes, good third. b) if no, bad third. Improve good list :D | ||
Fatam
1986 Posts
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Randomaccount#77123
United States5003 Posts
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Randomaccount#77123
United States5003 Posts
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Plexa
Aotearoa39261 Posts
good job barrin | ||
GT350
United States270 Posts
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RFDaemoniac
United States544 Posts
Very concise, as large as it is. I'll spend some time thinking about whether you've missed anything this weekend. | ||
monitor
United States2400 Posts
All of these questions are asking about the map concept. Its what kind of gameplay you are trying to emphasize. Maybe the map addresses something in the metagame, like early Protoss third bases. Or the static three/four base layout that we see so often. Basically, there should be some purpose to the map, even if its something as simple as a learning map (developing editor skills) or to be perfectly balanced. | ||
EatThePath
United States3943 Posts
On September 25 2012 13:37 monitor wrote: The only I think you've missed is- What makes this map special? What maps the map different from the other maps in the map pool? What was the motivation behind making it? What gameplay does it feature? All of these questions are asking about the map concept. Its what kind of gameplay you are trying to emphasize. Maybe the map addresses something in the metagame, like early Protoss third bases. Or the static three/four base layout that we see so often. Basically, there should be some purpose to the map, even if its something as simple as a learning map (developing editor skills) or to be perfectly balanced. This might be the most important thing for mappers to consider once they are confident in their basic competence. | ||
Samro225am
Germany982 Posts
On September 25 2012 14:52 EatThePath wrote: This might be the most important thing for mappers to consider once they are confident in their basic competence. The main problem I see with this attitude is that people think they just have to try to get some cool features together and forget about tweaking all the small think, adjust chokes and spaces , consider flow. But yes, it is a smart strategic decision to make something cool, conceptual that stands out and looks like it will play different (just hope that people go beyond the two/three bases that you made standard And these two points: On September 25 2012 11:47 Plexa wrote: tldr; play the map before judging it good job barrin | ||
EatThePath
United States3943 Posts
On September 25 2012 16:15 Samro225am wrote: The main problem I see with this attitude is that people think they just have to try to get some cool features together and forget about tweaking all the small think, adjust chokes and spaces , consider flow. But yes, it is a smart strategic decision to make something cool, conceptual that stands out and looks like it will play different (just hope that people go beyond the two/three bases that you made standard And these two points: Well you know I favor novelty. However I was seconding (what I understand to be) monitor's standpoint, which is that the best state of mind for mapmaking is where you consider the holistic experience of the map, the total outcome of what you've made. Having the vision to access that during the creative process and not in retrospect is the hardest thing there is about mapping; I'm not sure anyone is consistently at that level yet. | ||
Samro225am
Germany982 Posts
On September 25 2012 16:49 EatThePath wrote: Well you know I favor novelty. However I was seconding (what I understand to be) monitor's standpoint, which is that the best state of mind for mapmaking is where you consider the holistic experience of the map, the total outcome of what you've made. Having the vision to access that during the creative process and not in retrospect is the hardest thing there is about mapping; I'm not sure anyone is consistently at that level yet. we could call ourselves lucky if we all were on the level to make solid maps consistently | ||
Fatam
1986 Posts
we could call ourselves lucky if we all were on the level to make solid maps consistently Yeah definitely no one is there yet. Even some of the most "famous" community mapmakers have bad maps. For instance a couple of LSprime's most popular maps (got to be on GSL and hence the rest of the tourneys, although that has more to do w/ the prime mapmakers' connections than anything, but that's another story) weren't balanced: Atlantis Spaceship and Metropolis. | ||
Randomaccount#77123
United States5003 Posts
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