I've practiced melee map making for a few weeks, and am now proud to present the release of my first map, Lunar Remnants. I am very open to suggestions, weather it's visual or layout-wise.
Map Information
Players: 2
Bases: 12 (2 HY)
Map Size: 96x144
Description
Your base is easy to defend, and has safe additional resources. Use of the Xel'Naga Towers provides vision of all ground paths. Destroy rocks for additional attack paths.
Aesthetically, what am I looking at? Your terrain isn't bad, but I can't really grasp the general idea of it. Is this some kind of desertish platform floating high above a planet in thick fog with parts of it having been turned man-made?
I would put the rocks on those backdoor bases, otherwise there is no choice involved in getting them. You just get them first. Visually I would use manmade cliffs whereever you used those manmade terrain textures and doodads. I'm no balance expert but I have played my share of melee games so I would think that there are too many chokepoints at the center of the map. I would increase the ramp space (and probably sacrifice the golden expansions; (turn other bases into golden expansions)).
I like the gernal layout and the many choice for expansion you offer.
Thanks for your feedback. I'll play around with your suggestions. I'll definately rework the center area. One thing that I will not change is the cliffs though. The humans have built up temporary bases upon the natural cliffs, not made their own cliffs. About the rocks, would you suggest me to move the rocks near center to the natural, or should I remove them if I add rocks to the natural?
I... think I don't like your texture play, then. It's very creative, but it's just a tad confusing. The metallic texture insinuate some kind of 'base' located underground; right under where the texture is. There is no logical reason why these bases would be located just underneath natural plateaus and then be bordered by simple decals. The areas don't really work as 'plating' either because A) the rest of the map is loose sand, which would be at least partially blown over said plates and B) the shapes follow the outline of the cliffs too well. It's as if a group of people decided to terraform half the area, but saw the natural cliffline and said "nah, changing that little cliff is too much work, let's just build our base within the outlines of the it". It feels a bit inverted; if the whole map were metallic texture and the areas currently metallic would be sandy, it would feel right - currently it feels like someone just flipped the textures around.
It's hard to explain exactly - it just doesn't feel natural to me, yet it doesn't feel clunky and man-made either. I suggest adding some more man-made cliffs (speficially on those small filled-up areas of higher ground) and focusing on making certain areas completely man-made with others being completely natural, rather than this odd hybrid. Then, insinuate wind by lightly brushing the man-made areas over with sand to simulate a desert where no texture is completely clear.
Edit: I have to add, I do like your decal colouring. It reminds me of Team Fortress 2, in a way. If you could use this to seperate man-made 'areas' rather than man-made 'blocks of odd plating', it could give you an interesting theme.
I would put the new rocks right on the mineral fields and not at the ramps. I would remove the rocks from the fourth bases. I would leave the other rocks towards the center of the map where they are now.
As for the textures I agree with Mozared, aside from the idea to invert the textures. I think the platforms are too big to leave the cliffs unatended. Also consider the factthat manmade cliffs can add visual variation. If you still want to keep to the platforms (hey Dune 2 did it!) then you should definitely consider blowing some sand over the edges of the platforms. You should add some cracks/sand wherever you have minerals/geysirs on those platforms.
I would ask myself the following: Are those platforms abandoned bases? Or are they still in the making? Are they finished? Do people actually work/live there? (Are there any creeps?)
I do like that the outlines have different colors on each side of the map. I also like the spines coming out of the sides.
To clarify, I'm not suggesting he inverts the textures. I just said that to me it felt a bit as if they have been inverted; a fully man-made 'space station' with some sandy patches would work better than what he has right now. It feels as if someone tried to make that and then inverted the textures.
Comments right now:
-I still don't like those main bases. The metal-border-littlebitofsand-cliffborder combination just doesn't work. Maybe try making just the main ramps man-made cliff? Then you can paint them with a metallic texture and close off both ends with the coloured decals you've been using. This would allow you to paint the rest of the base with a metal-with-swept-over-sand-on-it texture. Either that, or draw the texture/decal/sand border further away from the cliff edge, like you've got for the side expo's.
-The middle looks great now, though I think you're better off just painting the whole thing metallic; right now you've left those two side areas open. It's a nifty little touch, but I think it doesn't work well enough.
-The asteroid rocks with crystals in them... See if you can find a replacement doodad. Their different style of colour makes them feel a bit iffy. Maybe Xil rocks instead? Or the 'Xil Rock Arch'?
-The entire body of your map could use some more height play. Start up StarCraft 2, find a game of Income Wars, see what I've done with my Xil terrain there. I won't say "copy it", but it'll demonstrate how Xil dunes are really lenient towards height play and how creating dunes can make a map feel pretty cozy.
-I still don't like those main bases. The metal-border-littlebitofsand-cliffborder combination just doesn't work. Maybe try making just the main ramps man-made cliff? Then you can paint them with a metallic texture and close off both ends with the coloured decals you've been using. This would allow you to paint the rest of the base with a metal-with-swept-over-sand-on-it texture. Either that, or draw the texture/decal/sand border further away from the cliff edge, like you've got for the side expo's.
Would you consider the attached image as an improvement?
-The middle looks great now, though I think you're better off just painting the whole thing metallic; right now you've left those two side areas open. It's a nifty little touch, but I think it doesn't work well enough.
I won't remove the borders, but I've made them look more natural. Making the whole platform metallic would require me to put a man-made cliff at the end, which would then ruin my beautiful spikey hole. :(
-The asteroid rocks with crystals in them... See if you can find a replacement doodad. Their different style of colour makes them feel a bit iffy. Maybe Xil rocks instead? Or the 'Xil Rock Arch'?
Thanks for spotting it. I've replaced them with the 'Spires' and 'Spires Large' doodads.
-The entire body of your map could use some more height play. Start up StarCraft 2, find a game of Income Wars, see what I've done with my Xil terrain there. I won't say "copy it", but it'll demonstrate how Xil dunes are really lenient towards height play and how creating dunes can make a map feel pretty cozy.
Would you consider the attached image as an improvement?
Hmmm, yes, you're getting there. Try making that top cliffline man-made as well perhaps? As for the bottom, it seems a bit more obvious this way that your problem is actually texture use moreso than the cliff borders. Try painting all the high-ground area in a different texture, perhaps? Something that's neither metallic nor sand. Try something rocky or such, and maybe add a couple of small rocks. Don't overdo it if you go rocky though, or it'll look inaccessible.
I won't remove the borders, but I've made them look more natural. Making the whole platform metallic would require me to put a man-made cliff at the end, which would then ruin my beautiful spikey hole. :(
I thought as much, yeah. Try a rocky texture here too, then?
I've tried making the top of the main man-made, which looks decent enough.
Replacing the center area with a rock texture looks way better than with sand. It kinda blends into the cliff.
Replacing the sand area with a rock texture looks good too, but I'm worried if it would trick the player into thinking it's an unpathable area. I am currently considering, if I were better off just replacing the whole highground with metallic borders and textures.
Replacing the center area with a rock texture looks way better than with sand. It kinda blends into the cliff.
Replacing the sand area with a rock texture looks good too, but I'm worried if it would trick the player into thinking it's an unpathable area. I am currently considering, if I were better off just replacing the whole highground with metallic borders and textures.
This might be better, yeah. Before you do that though, try putting some more sand and dirt over the rock texture to make it look less unpathable - that might solve your problem. This is exactly what I did mean though - the problem with your cliffs is that they look odd when combined with so much sand. You simply needed to use a rocky texture.
Version 0.2
Uploaded to EU as Lunar Remnants
Presentation
I've practiced melee map making for a few weeks, and am now proud to present the release of my first map, Lunar Remnants. I am very open to suggestions, weather it's visual or layout-wise.
Map Information
Players: 2
Bases: 12 (2 HY)
Map Size: 96x144
Description
Your base is easy to defend, and has safe additional resources. Use of the Xel'Naga Towers provides vision of all ground paths. Destroy rocks for additional attack paths.
Change Log
Version 0.2
Images
Overview
Analyzer
Aesthetics
Aesthetically, what am I looking at? Your terrain isn't bad, but I can't really grasp the general idea of it. Is this some kind of desertish platform floating high above a planet in thick fog with parts of it having been turned man-made?
I would put the rocks on those backdoor bases, otherwise there is no choice involved in getting them. You just get them first. Visually I would use manmade cliffs whereever you used those manmade terrain textures and doodads. I'm no balance expert but I have played my share of melee games so I would think that there are too many chokepoints at the center of the map. I would increase the ramp space (and probably sacrifice the golden expansions; (turn other bases into golden expansions)).
I like the gernal layout and the many choice for expansion you offer.
Both of you, thanks for your feedback.
@Mozared: Go
You're looking at a recently abandoned lunar base, which is during demolition.
@OutsiderXE: Go
Thanks for your feedback. I'll play around with your suggestions. I'll definately rework the center area. One thing that I will not change is the cliffs though. The humans have built up temporary bases upon the natural cliffs, not made their own cliffs. About the rocks, would you suggest me to move the rocks near center to the natural, or should I remove them if I add rocks to the natural?
Here's a preview of the new version.
I... think I don't like your texture play, then. It's very creative, but it's just a tad confusing. The metallic texture insinuate some kind of 'base' located underground; right under where the texture is. There is no logical reason why these bases would be located just underneath natural plateaus and then be bordered by simple decals. The areas don't really work as 'plating' either because A) the rest of the map is loose sand, which would be at least partially blown over said plates and B) the shapes follow the outline of the cliffs too well. It's as if a group of people decided to terraform half the area, but saw the natural cliffline and said "nah, changing that little cliff is too much work, let's just build our base within the outlines of the it". It feels a bit inverted; if the whole map were metallic texture and the areas currently metallic would be sandy, it would feel right - currently it feels like someone just flipped the textures around.
It's hard to explain exactly - it just doesn't feel natural to me, yet it doesn't feel clunky and man-made either. I suggest adding some more man-made cliffs (speficially on those small filled-up areas of higher ground) and focusing on making certain areas completely man-made with others being completely natural, rather than this odd hybrid. Then, insinuate wind by lightly brushing the man-made areas over with sand to simulate a desert where no texture is completely clear.
Edit: I have to add, I do like your decal colouring. It reminds me of Team Fortress 2, in a way. If you could use this to seperate man-made 'areas' rather than man-made 'blocks of odd plating', it could give you an interesting theme.
I would put the new rocks right on the mineral fields and not at the ramps. I would remove the rocks from the fourth bases. I would leave the other rocks towards the center of the map where they are now.
As for the textures I agree with Mozared, aside from the idea to invert the textures. I think the platforms are too big to leave the cliffs unatended. Also consider the factthat manmade cliffs can add visual variation. If you still want to keep to the platforms (hey Dune 2 did it!) then you should definitely consider blowing some sand over the edges of the platforms. You should add some cracks/sand wherever you have minerals/geysirs on those platforms.
I would ask myself the following: Are those platforms abandoned bases? Or are they still in the making? Are they finished? Do people actually work/live there? (Are there any creeps?)
I do like that the outlines have different colors on each side of the map. I also like the spines coming out of the sides.
@OutsiderXE: Go
To clarify, I'm not suggesting he inverts the textures. I just said that to me it felt a bit as if they have been inverted; a fully man-made 'space station' with some sandy patches would work better than what he has right now. It feels as if someone tried to make that and then inverted the textures.
New version is available! See first post for updated images.
Liking it a lot more, good job!
Comments right now:
-I still don't like those main bases. The metal-border-littlebitofsand-cliffborder combination just doesn't work. Maybe try making just the main ramps man-made cliff? Then you can paint them with a metallic texture and close off both ends with the coloured decals you've been using. This would allow you to paint the rest of the base with a metal-with-swept-over-sand-on-it texture. Either that, or draw the texture/decal/sand border further away from the cliff edge, like you've got for the side expo's.
-The middle looks great now, though I think you're better off just painting the whole thing metallic; right now you've left those two side areas open. It's a nifty little touch, but I think it doesn't work well enough.
-The asteroid rocks with crystals in them... See if you can find a replacement doodad. Their different style of colour makes them feel a bit iffy. Maybe Xil rocks instead? Or the 'Xil Rock Arch'?
-The entire body of your map could use some more height play. Start up StarCraft 2, find a game of Income Wars, see what I've done with my Xil terrain there. I won't say "copy it", but it'll demonstrate how Xil dunes are really lenient towards height play and how creating dunes can make a map feel pretty cozy.
Thanks for your feedback, I appreciate it. Let me answer them one at a time.
Would you consider the attached image as an improvement?
I won't remove the borders, but I've made them look more natural. Making the whole platform metallic would require me to put a man-made cliff at the end, which would then ruin my beautiful spikey hole. :(
Thanks for spotting it. I've replaced them with the 'Spires' and 'Spires Large' doodads.
Done!
Hmmm, yes, you're getting there. Try making that top cliffline man-made as well perhaps? As for the bottom, it seems a bit more obvious this way that your problem is actually texture use moreso than the cliff borders. Try painting all the high-ground area in a different texture, perhaps? Something that's neither metallic nor sand. Try something rocky or such, and maybe add a couple of small rocks. Don't overdo it if you go rocky though, or it'll look inaccessible.
I thought as much, yeah. Try a rocky texture here too, then?
@Mozared: Go
I've tried making the top of the main man-made, which looks decent enough.
Replacing the center area with a rock texture looks way better than with sand. It kinda blends into the cliff.
Replacing the sand area with a rock texture looks good too, but I'm worried if it would trick the player into thinking it's an unpathable area. I am currently considering, if I were better off just replacing the whole highground with metallic borders and textures.
I've taken a few screenshots of the areas.
This might be better, yeah. Before you do that though, try putting some more sand and dirt over the rock texture to make it look less unpathable - that might solve your problem. This is exactly what I did mean though - the problem with your cliffs is that they look odd when combined with so much sand. You simply needed to use a rocky texture.
I want this map on ladder pool. Looks fricken boss.
@Arkuss13: Go
It's an old map of mine, and not very ideal. You should check out one of my recent maps, Sacred Sands, which is also submitted in here.
I have :P I like this one the best