|
Hello. I made a map yesterday. I was wondering if there was anyone out there who would like to test it out and give feedback, I think i have most of the kinks worked out, but I reckon there are still a few.
I think it's pretty balanced, I always tried to keep in mind every race as i was making it. I tried not to make it too overcomplicated yet also not too ordinary. There are four spawning locations, although I designed it around 1v1 play mostly.
It's basically a circular path that connects all of the bases, with a couple of destructible rocks blocking shortcuts that cut across the larger circular path. There is an island in the middle with two expansions containing high yield minerals and three(!) vespene geysers each.
There are two Xel'Naga towers and each one can see an island expansion and a destructible rock shortcut.
You can find it by searching Two Headed Turtle. If there is anyone willing to playtest it that would be great. Feel free to add me: I am Icterid (char code: 377) on USeast.
Thanks in advance for any feedback!
Modified after feedback
Okay so there were too many tight spaces, they are now reduced, and the rich minerals are accessible by land. I know it ain't exactly pretty right now but I'm not gonna place a thousand little doodads just to have to re-do them all because of some balance thing.
The watch towers im still not sure about, I moved them so you can see the across to the other side and also see the rich minerals. Maybe they could go in another place that can see an approaching army better, but i like the idea of them being able to spy on the rich minerals.
also, please play test it, or atleast look at the map in-game to get a better perspective. nothing looks the same at all from just looking at the overall map.
Thanks for all the feedback.
|
Interesting. I think a few upgrades and it could be pretty nice.
For starters, Xel Naga towers don't really reveal too much that's important. They are easy to walk past on the way to a base, and only reveal the high yields and behind the destructible rocks, of which are shortcuts but not big enough shortcuts.
If those rocks were going down the middle, not only would they enable the use of high yields without it being an island (which is too advantageous for terran in my opinion) but it would be a better shortcut. and make the rocks more useful.
My opinion anyway. Also the shapes in the map are very geometric- I'd rough out the corners (and keep it symmetrical of course) to make it look more natural
|
Terran's wet dream, no flanking routes and if anybody attacks you, they will be nicely clumped up. Toss can block off every path with 2-3 forcefields and zerg can go cry in a corner.
|
All the mains are vulnerable to being ledged by tanks also.
|
What's with all these maps with NO open spaces? Terran is good enough as it is without every damn map ever made catering specifically to their strengths.
Also, like Nokarot said, all this looks very much blocky, and not really natural at all. Half of the challenge in making a map is making it look somewhat good and not just a succession of ramps and blocks of ground. It has to somewhat flow well together.
Anyone can make a "just functional" map, really.
|
The shapes don't look natural and it needs to be textured and doodad'd.
|
Hmm okay so I seem to have lost the plot a little bit from my original design and in doing so made terran kind of strong. Although as a Zerg player I don't think it would be THAT bad since in most situations you have to work around tanks anyways. Think of it kind of like an island map, zerg has to hop around a lot and nydus and drop. But anyways i'm gonna open up one of the chokes and open up the skinny path (which was originally going to be very wide but i somehow lost sight of this)
I like Nokarot's idea to give the high yields accessibility by ground and just pile up a couple destructable rocks, but i feel like the watch tower is doing even less by the 3rd expo, I think I am gonna try a couple other places for it so they can still see the high yields but also have a good view of a coming attack.
As far as making it look "pretty": Function over form, always. I will add the doodads and fine tune stuff after the overall design is done.
|
I don't see the turtle :p
|
Very very narrow short distance with narrow paths and the side paths are way too long
|
i hate people bitching about terran being overpowered, havent you freaking check the polls?toss are dominating sc2 wtf..? stop talking shit about terran
|
Looks kind of cool you should add some ramps to that middle expansion.
|
looks like a pretty cool map, my favourite thing about it is the ring shape.
This is something all 2v2 maps have strayed away from so far, and I think it's a pretty cool idea. Having no easy way to do a 2 person attack without one of them having to move a very long distance could provide opportunities for unique strategies.
Only thing I can think of for improvements is more textures. You'd think that what ynou have is a good amount, but if you play on it, it can seem kind of desolate. :/
All in all great map, keep up the good work.
|
The main positionings remind me of Python.
On July 19 2010 06:35 FALAPARK wrote: i hate people bitching about terran being overpowered, havent you freaking check the polls?toss are dominating sc2 wtf..? stop talking shit about terran quit whining? I dont know much about SC2 but i do know Maps can change the flow of balance. These people are saying Terrans dominate because of the tight paths and stuff.
|
This map seems to favor P/T over Zerg with all these bottle necks. Some open areas would balance the map out for Zerg. Also is that high yield area able to shell the naturals with siege tanks?
( Terran player here. )
|
Pretty cool so far. It seems it would feel unique to play on (and that's a good thing!).
|
Zerg would get crushed on this map.
ZvP, Storm, FF, and collossi will shred Zerg.
ZvT, Mech will just be unstoppable.
As Zerg, you want to avoid engagements at a choke. Especially offensive engagements. And on this map, that's next to impossible. A terran could have full view of each of the "platforms" to prevent Nydus, and even wall off channels of movement. This map is a wet dream for Terran, and a nightmare for Zerg.
|
On July 26 2010 02:07 FaZe wrote: Zerg would get crushed on this map.
ZvP, Storm, FF, and collossi will shred Zerg.
ZvT, Mech will just be unstoppable.
As Zerg, you want to avoid engagements at a choke. Especially offensive engagements. And on this map, that's next to impossible. A terran could have full view of each of the "platforms" to prevent Nydus, and even wall off channels of movement. This map is a wet dream for Terran, and a nightmare for Zerg.
True, almost all the time (with the skills of the player being equal, of course) zerg would need to find an alternate solution to winning, opposed to steamrolling.
The zerg player would need to mainly use the fact that there are 3 ways to each base, but that would only be helpful later in certain timings of the game. A possible way to help them out I see is to have either a larger ramp for each main, or even just have a second one. Because of the chokes though, the zerg player will still need to be exceptional at scouting to win this one.
Another thing is the watchtowers. They seem to not have that much usefulness, except when someone is taking a gold, or assaulting through the center. I think better placement would be where it would provide vision on if someone was attacking at one of the sides, much like Desert Oasis. The only problem I see is that I wouldn't know where to replace them to get that effect. Possibly if you just had them on the opposite side of where they already are, outside the "3rd" expo. It would be kind of open there, even placed against the water, so maybe you would need to add a semi-wall or shrubbery to get it a little more out-of-the-way.
But overall I still see it as a good idea for a map, and would be fun to play (hey, Imma Toss player). So don't stop working at it!
|
|
|
|