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Dragonshire
Uploaded to: [NA] [EU] [KR] [SEA]
Poll: How do you rate this map?Awesome! (40) 65% Playable but not my favorite or first choice (17) 27% Cool tileset but not good in terms of balance (3) 5% It's so bad I could vomit (2) 3% 62 total votes Your vote: How do you rate this map? (Vote): Awesome! (Vote): Playable but not my favorite or first choice (Vote): It's so bad I could vomit (Vote): Cool tileset but not good in terms of balance
Backstory: Terran scavengers were taking apart an old satellite when they discovered a wormhole by accident. Unable to escape its gravitational pull, they were pulled in, traveling across dimensions outside the Koprulu Sector to a mystical world called Azeroth. Realizing the plethora of resources at their disposal, they went to work, but quickly realized they were not alone in the forgotten forests of the ancient world.
Description: The tileset was inspired by warcraft 2 and 3, and the trees themselves are imported from the beloved warcraft 3.
The map is intended to be for long macro games, with eight expansions per player. There is a single watch tower in the middle, yet the layout still demands exceptional positional play in order to win. The 3rd/4th bases outside the naturals feel very open, but in-game they are a good size, especially when there's one entrance directly into each base, making them sustainable. The linear third bases have an adjustable rock tower to narrow down the choke for defensive purposes, but can be widened later on for broader attacks. As for the aesthetics, there are dragon nests in various places around the map, with eggs the size of marauders. The burned areas resemble dragons flying by and scorching the scavengers with their fiery breath. Enjoy!
Map Features & Info: *152x152 Watch tower in middle Main to Main: 42 seconds
Pictures: (outdated) + Show Spoiler +
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Love the call back to WC2 and WC3, my only question is the main too long? It could maybe be moved in alittle.
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Hey great map , very pleasing asthetic , especially since I have a bad eye sight. I got the chance to play some games on it with a friend of mine and here's my thoughts.
-The main base might be slightly too big but if you decide to leave it as it is it's perfeclty fine by me. -The third bases seems really exposed and far away. As a player i'd recommend to put it closer or put a doodad there to shrink the amount of space. -The no watch towers is a YES YES for me. I really enjoy maps without watch towers because it forces more scouting and I think we should encourage that. -I just plain love the vibe of this map. It really feels like i'm playing warcraft with sc2 units
All in all you did a great job in my humble opinion.You don't have to do anything that I said , I'm by no means a good sc2 player , this is just a personal thought and what I felt as a Player. Keep making them I love it Cheers!
OliRSVP.
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This is great, the nostalgia is kicking in!
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Thanks for the concerns so far.
The main bases seem to be the most controversial based on feedback here and on reddit, but they are actually quite small, or average size. I think the mere shape of them makes it feel otherwise which is understandable. I don't want to shrink it too much because the airspace is already big enough and changing the main bases would only increase that airspace. I could just re-position the mineral lines to where there's equal scouting chance all around the main base without feeling like you have to run so far away.
The 3rd and 4th bases are equally distanced from the natural. I have worked with other mappers during the map's development and it was ensured that the 3rd/4th is a fair distance, given that there's only one legit entrance into each one directly. It's really a trade off - close 3rd that's more open, or a 3rd that's slightly further but still manageable.
One thing we have to remember is that some bases might feel more exposed, but the enrichment is found in positional play due to the lack of watch towers. By utilizing key scouting points across the map, the thirds being "more open" becomes obsolete.
The other thing you have to keep in mind is neither option for the third base is more exposed than the other since the main attack path is through the center high ground, so depending on which direction you expand, it will offer alternatives for how to attack and defend based on the terrain.
As I said on reddit, this is a new map that will take some getting used to. I haven't had any issues with the thirds but I will keep a close eye on it.
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Possible works in the pipeline:
1) Adding critters 2) Adding neutral wisps (wc3 worker) 3) Examining the main base size 4) Examining the third base size 5) Possibly adding flooded areas 6) altering water texture
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Love the nostalgic aesthetics. Eggs are my favourite. Sheep can be really fitting to the map as critters! I like how two rush routes lead players to opponents' thirds.
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On April 01 2017 13:14 RQM wrote: Love the nostalgic aesthetics. Eggs are my favourite. Sheep can be really fitting to the map as critters! I like how two rush routes lead players to opponents' thirds.
I like the 3rd layouts as well, it feels a little more creative. I'm not sure how or why but maybe the tileset makes it feel that way.
I am looking to add more warcraft aesthetics, do you think you can tell me how to get the orgrimmar watch towers?
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I can tell you, but you might be disappointed.
+ Show Spoiler +
My watch tower is actually a mixture of various doodads. It can be looking good in the distance but you may find it odd when seeing it near. Maybe a model from WC3 mod would be better I guess.
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That's actually very impressive. I'll need to give that a go. I wasn't even aware it was multiple doodads in the first place
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Big update! The map is now published with the following changes:
Balance Update:
1) Main base mineral lines were re-positioned for better scouting potential.
2) Mineral resource values were corrected to 1500/900.
3) Pathing bugs fixed
Aesthetic Update: + Show Spoiler [Travel back in time] +1) Dragons have been added to live up to its map name. They are neutral (does not die or kill). 2) The beloved sheep is back. A few of these wander the lands. 3) Thrall is in the area, as well as a couple other camps nearby! All aesthetics are purely for the joy of nostalgia. The only minor issue is the units and buildings don't show up in the fog of war. They appear when you have a visual of the area, such as a scan or fly by. I don't know how to fix it but it's not a big deal IMO.
happy gaming!
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Beautiful, would love in on ladder.
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After a couple GM games, with a few more to come, some areas of concern are:
1) the main bases are still slightly too big 2) the linear thirds are slightly too open 3) a watch tower in the very center would be beneficial
There are some minor aesthetic concerns as well:
1) sheep show up on mini-map, even in the fog of war 2) (Zerg) rallying eggs causes a specific noise 3) doodad eggs on the map appear to be glowing
I will be keeping a close eye over the next couple days with more replays to watch and will fix things accordingly.
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Got some more feedback and discovered a critical error in the dependencies that will require some time to fix. Right now you can spawn as any of the Starcraft AND Warcraft races. Not good.
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very interesting! but yes not good. lol
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Interesting indeed
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Everything works fine as long as you don't play as random. In the meantime allow a few days for corrections.
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my question is, If i were to play ORC would my Grunt beat a Zealot in OvP ? god i love this!
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On April 05 2017 15:42 MilleusPro wrote: my question is, If i were to play ORC would my Grunt beat a Zealot in OvP ? god i love this!
Theorycrafting is fun but it doesn't work on this map. You can't mine, build, or even move the tree of life. The Warcraft units are nearly twice the height of a marine or zealot. I messed up on the dependencies and it's going to take time to correct it all. Or I could go the easy route and just get rid of all the Warcraft units and doodads.
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On April 05 2017 15:42 MilleusPro wrote: my question is, If i were to play ORC would my Grunt beat a Zealot in OvP ? god i love this!
Grunts have 700 HP and deal more damage. Grunt wins handily!
On April 04 2017 21:00 IronManSC wrote: There are some minor aesthetic concerns as well:
1) sheep show up on mini-map, even in the fog of war
I guess you'd lose the melee tag, but 1 can be fixed by setting the Unit's UI: Minimap radius to 0. You can also fix the units not showing through fog of war using UI: Fog Visibility. You might also uncheck the Actor flag "Allow Hit Test" so players dont accidentally select the decorative units. The unit models for WC3 units also have their Art:Scale field set much higher than 1 for some reason, you can fix their size relative to the sc2 units that way.
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