Comments: Hey guys, back again with another super standard map and I must say this was my first attempt to step foot into mixing of textures and different cliffs than what was given to me by default. My previous maps were mostly the texture sets that were set in the editor when selecting a tile set. I think, this is key going forward in map making to create interesting atmospheres to go along your standard layouts. While also scaling down the map sizes also since people seem to like their middle sized macro friendly maps. All the maps I have done so far have been to try and improve my skills as a map maker so one day I can win a TLMC and give AVEX good competition if he does not decide to judge next TLMC since he seems unstoppable. So please comment below any concerns or criticism down below or any other comments. Below is my textures and cliffs I used encase you wanted to know what I used.
Texture & Cliffing
Map Features & Info: Playable bounds: 140x140 Spawns Top Right & Bottom Left Main to Main: 41 seconds (Townhall to Townhall)
This map looks a lot like a medium sized Ascension to Aiur. I'm not sure if all the things that more or less work on Ascension to Aiur work on this map though. For example the low ground bases on Ascension to Aiur work because of the distances, whereas here they feel too close to the opponent--the low ground bases next to the thirds in particular seems very difficult to take.
I also think this map is too choky. There isn't any open space to engage large armies particularly as zerg.
@ZigguartOfUr you must be a Zerg player. Big maps with big distances between bases favor Zergs in every Matchup and favors Protoss in TvP. If you take a look at most Blizzards maps and the most popular and balanced community maps like Overgrowth, Abyssal Reef or NewKirk Precinct than there distace between Mains are around 200tiles ≙ 42 seconds (worker travel time main to main) and Natural to thirds or fourths distances are all fairly the same.
I guess on this map most of the Ramps are 3-4 wide and most chokes are 11-13 tiles wide and the two lowground areas around the middle where 3 chokes and a ramp connect are even too wide in my opinion.
I have looked around in the map pool and a lot of maps have that open space and are large which is favorable for Zerg so having some maps that don’t over size and open up extremely can be a nice change. I feel like the overview doesn’t do the openness justice either the low grounds have a lot of space for surrounding and most of the high ground is a good size to engage also.
Though, I think having some more contrast between middle-ground and low-ground would make the map even better, graphically speaking, since at the moment they have a similar looking color. Not sure if you've got the height maps active, but if you do, you could try a Slayn5 texture i think( the grey bricks I mean, in case I've got the number wrong) for the middle ground and enhancing it with some grass and dirt textures, similar to what i did on El Dorado. Not sure about the lowground tho, but yea, please keep playing with some more colors and contrast. Map is cool :D
On October 21 2017 01:00 IeZaeL wrote: Super standard but also super great
Though, I think having some more contrast between middle-ground and low-ground would make the map even better, graphically speaking, since at the moment they have a similar looking color. Not sure if you've got the height maps active, but if you do, you could try a Slayn5 texture i think( the grey bricks I mean, in case I've got the number wrong) for the middle ground and enhancing it with some grass and dirt textures, similar to what i did on El Dorado. Not sure about the lowground tho, but yea, please keep playing with some more colors and contrast. Map is cool :D
Thanks, yea might still experiment with main and mid ground textures been trying to find a good mix.
On October 21 2017 01:28 SidianTheBard wrote: No Aesthetic shots?!
I'd comment on feedback but I share most of that with you on Discord. =)
Yea and thanks for it, I believe the middle needed to be divided looking at base to base distance, however the games me and friend played testing the map (were both about masters) we felt the thirds were fine maybe I’ll look into making them closer.
On October 20 2017 23:24 IIEclipseII wrote: @ZigguartOfUr you must be a Zerg player. Big maps with big distances between bases favor Zergs in every Matchup and favors Protoss in TvP. If you take a look at most Blizzards maps and the most popular and balanced community maps like Overgrowth, Abyssal Reef or NewKirk Precinct than there distace between Mains are around 200tiles ≙ 42 seconds (worker travel time main to main) and Natural to thirds or fourths distances are all fairly the same.
I guess on this map most of the Ramps are 3-4 wide and most chokes are 11-13 tiles wide and the two lowground areas around the middle where 3 chokes and a ramp connect are even too wide in my opinion.
Not at all, I play Protoss, but unlike some people I don't let love of my own race blind me when it comes to maps. And the problem with the low ground bases isn't distance to your own bases, but distance and layout to the opponent's.
On October 21 2017 15:57 Ej_ wrote: I'm gonna question putting both natural geysers tucked in and unscoutable. Even more so in a meta where mutas are already not that great.
The reasoning behind it was so it wasn't seigeable from across the gap from the upper 3rd. Which I will probably have to keep true since I am starting to feel the 3rd is a little to far, a long with some other changes I have in mind from the discord we have that might make the map a little more interesting.