Map Bounds : 136x136 Server : NA(EU if Requested) 43 Seconds from Main Town Hall to Main Town Hall 26 Seconds from Natural to Natural Two Xel Naga Watch towers Sixteen 8m2g bases One Shared Gold Base
Is a two players map with a Top Left-Bottom Right Diagonal Axis.Intended to be a Macro oriented map , Although I Believe you can be agressive with your early game openings.The natural entrance is fairly small so players can wall off with two buildings depending where they place them.I think this map will promote a lot of air openers.
Both players will have a total of 8 bases (including the main) plus an additional shared gold base in the middle with a destructible rock to spice things up. There is two Watch Towers in the middle on a cliff which provide vision of incoming attacks if the opponent is not careful and goes along the natural pathing of the map.
I'm by no mean a professional map maker. I'm just a regular dude who enjoys making them. I Think I'm getting better with each map that I make and this last TLMC really helped me just by watching works of guys such as Negative Zero , AVEX, SidiantheBard, IronmanSC etc and I could go on for another 10 minutes,you guys are so talented. Shoutout to all of you guys who are doing an amazing job.Cheers
It's actually not too bad at all but it'll turn a ton of people off because good lord dude, that overview is HARD to read. Remember, that overview image is the first impression a lot of people have on your map and even for myself, trying to read that make takes awhile to let it sink all in. Most people though, will give it 5 seconds and say I don't get it and do something else.
It looks just fine up close but it'd probably be better to retexture it just so it's easy to read from the overview.
Regarding the layout, main/nat/third is fine although I do believe the main base is waaaay too big and that the natural is too far away from your main. Could probably just shrink the main, move the minerals closer to the main ramp, then maybe move the main ramp so it's a little closer to your natural.
I really dislike the small paths at 9 and 12 oclock leading to the NW corner as well as the bases at that spot. To be fair I'm not a huge fan of the entire NW corner and those 4 closest bases. You really picked a tough symmetry to work with that's for sure.
Rush distance is when it gets scary though. It's 26 sec nat to nat which means 3rd to 3rd is what... 15 seconds? You have a ton of bases on the map but everything gets so aggressive to expand to after the natural for the most part. maybe just reworking the middle to increase the rush distance would work? Although at that point it's a ton of work.
Again aesthetics on the pictures look awesome, it's a nice map and looks nice. I'd just fix up the overview to make it more ledgable. Work on the Northwest corner and try to increase rush distance if possible. That, or just start fresh with a new idea! I always hate doing iterations on maps. Once I finish one I tend to just like to start something new unless it's a super tiny change.
Best of luck in the future. PM me anytime if you have any questions.
On March 08 2017 13:20 SidianTheBard wrote: It's actually not too bad at all but it'll turn a ton of people off because good lord dude, that overview is HARD to read. Remember, that overview image is the first impression a lot of people have on your map and even for myself, trying to read that make takes awhile to let it sink all in. Most people though, will give it 5 seconds and say I don't get it and do something else.
It looks just fine up close but it'd probably be better to retexture it just so it's easy to read from the overview.
Regarding the layout, main/nat/third is fine although I do believe the main base is waaaay too big and that the natural is too far away from your main. Could probably just shrink the main, move the minerals closer to the main ramp, then maybe move the main ramp so it's a little closer to your natural.
I really dislike the small paths at 9 and 12 oclock leading to the NW corner as well as the bases at that spot. To be fair I'm not a huge fan of the entire NW corner and those 4 closest bases. You really picked a tough symmetry to work with that's for sure.
Rush distance is when it gets scary though. It's 26 sec nat to nat which means 3rd to 3rd is what... 15 seconds? You have a ton of bases on the map but everything gets so aggressive to expand to after the natural for the most part. maybe just reworking the middle to increase the rush distance would work? Although at that point it's a ton of work.
Again aesthetics on the pictures look awesome, it's a nice map and looks nice. I'd just fix up the overview to make it more ledgable. Work on the Northwest corner and try to increase rush distance if possible. That, or just start fresh with a new idea! I always hate doing iterations on maps. Once I finish one I tend to just like to start something new unless it's a super tiny change.
Best of luck in the future. PM me anytime if you have any questions.
I have a lot to learn. I get what you're saying about the overview and I agree completely, I have to get better at texturing.I find myself blending texture and put them all over the place.
I agree as well that the main is too big and it was one of my concerns , thanks for pointing that out.
I'm probably not going to rework the map for now , i'll wait a little bit and in the meantime , I'll start a new one and put your advices to good use. Thank you again Love your work by the way
hey olirsvp, I like the design alot! It reminds me of Teldrassil the land of the Nightelves in World Of Warcraft
For the overview I recommend exporting the map from the editor with a bigger image size. I use X: 4096 Y: 4096. Maybe the overview could be better without having to change the texturing. The image will be a big file using up quite alot of memory tho.
On March 08 2017 15:44 KRoSc2 wrote: hey olirsvp, I like the design alot! It reminds me of Teldrassil the land of the Nightelves in World Of Warcraft
For the overview I recommend exporting the map from the editor with a bigger image size. I use X: 4096 Y: 4096. Maybe the overview could be better without having to change the texturing. The image will be a big file using up quite alot of memory tho.
Hey ! Thanks for the tip. I tried it and it improved slightly but the overview is still difficult to read.Sidian was right it's really hard to see. I think I'm getting good with asthetic but I have a hard time doing good layouts and texturing properly. I tend to blend texture together a lot to make it feel more natural which looks good in game but it's really messy for the 90 degree overview.I have much more ease when it comes to space sation textures and decals. I think i'll check out some of the current map in the pool and load them into my editor and take some notes