Grand theft blizz map: taking an "established" blizzard ladder map as a base for a new map
Please hear me out..
i want players to play the maps i make (who doesn't?)..however, since "balance" or melee "standards" are "trouble" to deal with (and by that i mean introducing novelty is met with..[censured] ) that i felt this could work for me...
On the one hand i take "established maps" like Temple, and on the other, i "gently" try to make them (and in this i quote) "shit bat crazy"...
Void temple http://www.sc2mapster.com/maps/void-temple/ serves as a good example to illustrate the extent of the change
(published on eu and available on mapster, awaiting to be published elsewhere if asked for).
Is this an acceptable practice? An acceptable compromise? .. A way out of the present "static" map pool features?
Please tell me your opinion on the matter, thank you
Apart from that... Looks amazing =D
Seriously. If my comp would work, I'd get on battle.net and try it out. It looks awesome!
Comments on "balance":
Chokes to natural and high yields are easy to defend, but there's a second just as large entrance that nullifies that. But in turn, if you try and take all expansions on half of the map, they're relatively easy to defend...
Starting positions are odly placed - usually they are close to the edge of the cliff. This way, things like banshees or drops are easier to take care of as there is more land between the workers and safety on which units can follow.
To be honest, I like it. The map seems perfect for playing on a large amount of bases, and it's a bit harder to defend the natural if you don't take more expansions. This... uh.. whatever you wanna call it, encourages players to expand quickly as the map looks made for it, and expect their opponent to do the same, in which case staying on less bases and putting on pressure is quite good.
Once my comp is fixed, I'll play it against a friend of mine... I just hope my comp will be fixed...
EDIT: Oh yeah, btw, whats the red stuff you used for the spiral?
Lava is (as moz admirably identified) char cracks texture.. with a tweak on the lighting (done by iGrok)..
The weirdness you saw are line of sight blockers placed all along it (fomenting crazy gameplay in the middle "battle ground").
Thank you for the comments Almaity :^)
now i'm all weird on expectations/hopes not to disappoint :) honest.. i worry.
ps: so.. i gather you both don't feel like this is me stealing Lost Temple then ???
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Grand theft blizz map: taking an "established" blizzard ladder map as a base for a new map
Please hear me out..
i want players to play the maps i make (who doesn't?)..however, since "balance" or melee "standards" are "trouble" to deal with (and by that i mean introducing novelty is met with..[censured] ) that i felt this could work for me...
On the one hand i take "established maps" like Temple, and on the other, i "gently" try to make them (and in this i quote) "shit bat crazy"...
Void temple http://www.sc2mapster.com/maps/void-temple/ serves as a good example to illustrate the extent of the change
(published on eu and available on mapster, awaiting to be published elsewhere if asked for).
Is this an acceptable practice? An acceptable compromise? .. A way out of the present "static" map pool features?
Please tell me your opinion on the matter, thank you
:^)
Correction: batshit crazy
Apart from that... Looks amazing =D
Seriously. If my comp would work, I'd get on battle.net and try it out. It looks awesome!
Comments on "balance":
Chokes to natural and high yields are easy to defend, but there's a second just as large entrance that nullifies that. But in turn, if you try and take all expansions on half of the map, they're relatively easy to defend...
Starting positions are odly placed - usually they are close to the edge of the cliff. This way, things like banshees or drops are easier to take care of as there is more land between the workers and safety on which units can follow.
To be honest, I like it. The map seems perfect for playing on a large amount of bases, and it's a bit harder to defend the natural if you don't take more expansions. This... uh.. whatever you wanna call it, encourages players to expand quickly as the map looks made for it, and expect their opponent to do the same, in which case staying on less bases and putting on pressure is quite good.
Once my comp is fixed, I'll play it against a friend of mine... I just hope my comp will be fixed...
EDIT: Oh yeah, btw, whats the red stuff you used for the spiral?
Char Lava Cracks texture, iirc. Not 100% sure if that was the name. It's a Char/Redstone texture, anyway.
@Mozared: Go
ah, yes, now I see. With the different lighting and the small rocks around it I first though it was some model that emitted particles, lol.
Lava is (as moz admirably identified) char cracks texture.. with a tweak on the lighting (done by iGrok)..
The weirdness you saw are line of sight blockers placed all along it (fomenting crazy gameplay in the middle "battle ground").
Thank you for the comments Almaity :^)
now i'm all weird on expectations/hopes not to disappoint :) honest.. i worry.
ps: so.. i gather you both don't feel like this is me stealing Lost Temple then ???