While watching some Day9's SC1 dailys I thought about incorporating SC2 maps with various resource amounts. I ended up with something like this one (attachments). There's many expansions, I know, mainly to let player decide which resource he want more. Each of them have one side more gas heavy, second more mineral heavy. I know it's very big map for 1v1, so is the exp count allowable or should I remove the far side ones thus reduce play area? Every feedback is appreciated : D
Asking short: will this make for a good map?
Specialized thirds and forths are not balanced, they are there to give you the idea. Also, the Main choke can be blocked with 2 gateways completely. Not attaching analyzer pics because it's trolling me right now, but the distance from Main to Main is about 46 seconds, and from natural to natural 37 seconds. (Mains at 1'30 and 7'30)
Sides are yet to balance(counting on feedback : D), but as of now:
Gas heavy side:
third - 6 standard mineral patches and 2 rich geysers ||
forth - 5 standard mineral patches and 3 rich geysers
Mineral heavy side:
third - 3 rich mineral patches, 6 standard mineral patches, 1 standard geyser ||
forth - 7 rich mineral patches, 3 standard mineral patches, 1 standard geyser
Very interesting idea with the rocks covering half the ramp choke near main. Although, I don't like the expos being so close to each other. Makes the game have less risk. Maybe remove 1 of the expos. I've been wanting to experiment with having an uneven map in turns of terrain, but in turn make each position have a strength and a weakness to make each side even no matter what. haven't tried yet though. I've been thinking about how little melee maps are being made...it's true...and I'm thinking about showing off my own ideas on this thread.
To answer your question though...I think it could...but some of the things I mensioned and maybe some other feedback might need to be considered for it to finally be released...and I'm obviously assuming terrain will look better when you finish.
Blizzard has stated they're against uneven numbers of resource at expansions, so naturally I'm against it. It's definitely not open enough, the idea that a wall separates it into three areas really messes up the game, and the mechanic really isn't that interesting.
Thanks for fast answer : )
Of course terrain will be better : D It's only layout evaluation right now, because I decided that I will texture and dood around the terrain when I will know that the layout is okay. The rocks idea is taken from the GSL Crevasse.
What do you think about the low ground limiting the space around mid tower? It's taken from the Nerazim Crypt (blizz' one), isn't it imba for Terran?(I think about early game situation,so marines vs zerglings/zealots)
You said that bases are to close, so do you think I should just delete the most side expansions, or leave them and delete the middlish/side ones?
Thanks for the feedback : ) It's always good thing to try and propose something new : D
I can open up the mid here. (attachment) The orange circles are optional places to open.
If community will agree that it's no use having specialized exps, I will remove them, or change them to half expansions maybe.
My inspiration for my next melee map I'm going to bring out in this thread is to have an uneven map where everything in the game has been thought thoroughly through and have it perfect for any match. Let's see about that... :)
Yea, I think if you cut out the expansions that are inbetween natural and end expos it might work a little better. Also, I like for my armies to be able to move out across the map with little limitations. Maybe cut some chokes out in the narrow cliffs and create destructible rocks. Maybe make it just before the level 2 height on the walls down the middle. 1 on each end. And then on top of that, make 2 small entrances around the side watch towers that lead from mid to outside.
One time i tried to make a 2v2 Map making guidance file where I was going to create rules for balancing 2v2 maps based on map terrain and including every tactic that may come into play. I stopped at writing down some points and throwing in the basics : D
Nonetheless, I wish you good luck and i'm looking forward for your map : )
I'm gonna open up the mid and think about expansion deleting now.
Another question: Is the center gold needed, or should I delete it?
Yet another question: I just got idea, to use destructibles instead of cliffs to alter the rush distance. (screenie) How do you see that?
Finished up the cliff, rocks, etc...all the main stuff that really effects gameplay the most.
I have the same question as the one on first post. Would it be fun? Do you think it's interesting?
Screenshots...
Edit: Modified the terrain and made it more even in spacing inside of the bases and expos. I also tried out command centers at the build locations and it looks fairly decently sized...
Bump...sorry about triple posting. I decided to go into texturing it and making it really look nice...screenshots...
I'll do doodads next...
I actually tried playing the game, and it was interesting. I didn't play with a player, just a computer, so it didn't really tell me anything, but it felt interesting because the opponent felt like his base was entirely different from mine, but I could easily tell the battlefield was balanced. I managed within a few mintues to finish him off with a large army of stalkers and 2 immortals. I'd like to get somebody to test it out and maybe test out ktilkath's map too when that gets finished.
You just made a full melee map, and I can't decide are the cliffs all right on mine : D You are the man : D Maybe you have analyzer pictures?
You could make your map castle-like, I just think it fits after seeing silver islands there : )
This might JUST surprise you. I decided I wanted to make a bunch of interesting maps for perhaps a 10 map tournament? I tried this before and failed on the 3rd. This time I got to the 3rd and it still looks pretty good. I admit, the first one is way better and the new ones I'm a bit dissappointed with, but they're pretty good. I'll play the map and edit this post when I have screenshots. :D
Dark Temples - mains can't be so close to each other, players will just go fast air every time and win. The natural is too hard to take or defend early on, and Zerg will be forced to 1 base play only. Also, imagine Terran going fast factory + tanks at the high ground with vision from the Xel'naga, it will kill opponent's main very easily without risk.
Dark temples is an...experiment...except...unlike my first experiment...its feels...unsuccessful? Im thinking about making air units unable to go over that cliffing.
The whole point was to test out bases being far away on ground but super close in air. Apparently...it just doesnt work...I'll see if I can fix it...
The xel naga towers were meant to merely see the other player's forces...but I see what you're saying...hmm...I wonder if I can switch the gold expos with the main bases...would that work instead?
I'm happy that it's 2v2, there are no much 2v2 melee maps. I'm making some 2v2 maps myself, and you should still as well : )
But: Map encourages all inish type of play and general 1 basing. If I would push, I would knock the rocks down, take gold as my natural, and guard with my ally the hole in the ground right outside Main's ramp. The side expansions won't be naturals because if both of us want naturals, we have to split up and when the attack comes, we are half the firepower we could have. While in center, we can be together more.
1v1
If you will switch them, it would be more nice, also you would have to adjust the ramps for naturals.
If you want get more into melee mapmaking I really recommend Ironman's stream and analyzing TL's maps. I already learned few things from him ; ) Most important thing is to try ; )
link: http://www.twitch.tv/ironmansc
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While watching some Day9's SC1 dailys I thought about incorporating SC2 maps with various resource amounts. I ended up with something like this one (attachments). There's many expansions, I know, mainly to let player decide which resource he want more. Each of them have one side more gas heavy, second more mineral heavy. I know it's very big map for 1v1, so is the exp count allowable or should I remove the far side ones thus reduce play area? Every feedback is appreciated : D
Asking short: will this make for a good map?
Specialized thirds and forths are not balanced, they are there to give you the idea. Also, the Main choke can be blocked with 2 gateways completely. Not attaching analyzer pics because it's trolling me right now, but the distance from Main to Main is about 46 seconds, and from natural to natural 37 seconds. (Mains at 1'30 and 7'30)
Sides are yet to balance(counting on feedback : D), but as of now:
Gas heavy side: third - 6 standard mineral patches and 2 rich geysers || forth - 5 standard mineral patches and 3 rich geysers
Mineral heavy side: third - 3 rich mineral patches, 6 standard mineral patches, 1 standard geyser || forth - 7 rich mineral patches, 3 standard mineral patches, 1 standard geyser
I know I megaedited this post, sorry
Very interesting idea with the rocks covering half the ramp choke near main. Although, I don't like the expos being so close to each other. Makes the game have less risk. Maybe remove 1 of the expos. I've been wanting to experiment with having an uneven map in turns of terrain, but in turn make each position have a strength and a weakness to make each side even no matter what. haven't tried yet though. I've been thinking about how little melee maps are being made...it's true...and I'm thinking about showing off my own ideas on this thread.
To answer your question though...I think it could...but some of the things I mensioned and maybe some other feedback might need to be considered for it to finally be released...and I'm obviously assuming terrain will look better when you finish.
Blizzard has stated they're against uneven numbers of resource at expansions, so naturally I'm against it. It's definitely not open enough, the idea that a wall separates it into three areas really messes up the game, and the mechanic really isn't that interesting.
@yukaboy: Go
Thanks for fast answer : ) Of course terrain will be better : D It's only layout evaluation right now, because I decided that I will texture and dood around the terrain when I will know that the layout is okay. The rocks idea is taken from the GSL Crevasse.
What do you think about the low ground limiting the space around mid tower? It's taken from the Nerazim Crypt (blizz' one), isn't it imba for Terran?(I think about early game situation,so marines vs zerglings/zealots)
You said that bases are to close, so do you think I should just delete the most side expansions, or leave them and delete the middlish/side ones?
Thanks again for feedback : )
EDIT @grenegg: Go
Thanks for the feedback : ) It's always good thing to try and propose something new : D I can open up the mid here. (attachment) The orange circles are optional places to open. If community will agree that it's no use having specialized exps, I will remove them, or change them to half expansions maybe.
My inspiration for my next melee map I'm going to bring out in this thread is to have an uneven map where everything in the game has been thought thoroughly through and have it perfect for any match. Let's see about that... :)
Yea, I think if you cut out the expansions that are inbetween natural and end expos it might work a little better. Also, I like for my armies to be able to move out across the map with little limitations. Maybe cut some chokes out in the narrow cliffs and create destructible rocks. Maybe make it just before the level 2 height on the walls down the middle. 1 on each end. And then on top of that, make 2 small entrances around the side watch towers that lead from mid to outside.
I think that's it.
@yukaboy: Go
One time i tried to make a 2v2 Map making guidance file where I was going to create rules for balancing 2v2 maps based on map terrain and including every tactic that may come into play. I stopped at writing down some points and throwing in the basics : D Nonetheless, I wish you good luck and i'm looking forward for your map : )
I'm gonna open up the mid and think about expansion deleting now.
Another question: Is the center gold needed, or should I delete it?
Yet another question: I just got idea, to use destructibles instead of cliffs to alter the rush distance. (screenie) How do you see that?
@ktilkath: Go
I don't think it'll make much difference to blow it up or leave it...unless you're blocking an entire shortcut.
I've designed the layout of the map I'd like to try and make and show off.
@yukaboy: Go
Community will hate you for this many rocks : D But it can turn out to be interesting. I like it, it smiles to me all over the picture :>
@ktilkath: Go
If there were other things that effected gameplay, I'd have 100 rocks...
...Like this stuff...
http://www.sc2mapster.com/forums/development/melee/28519-destructibles/#p1
Glad you both share a sense of humor...
Finished up the cliff, rocks, etc...all the main stuff that really effects gameplay the most.
I have the same question as the one on first post. Would it be fun? Do you think it's interesting?
Screenshots...
Edit: Modified the terrain and made it more even in spacing inside of the bases and expos. I also tried out command centers at the build locations and it looks fairly decently sized...
New screenshot...
Bump...sorry about triple posting. I decided to go into texturing it and making it really look nice...screenshots...
I'll do doodads next...
I actually tried playing the game, and it was interesting. I didn't play with a player, just a computer, so it didn't really tell me anything, but it felt interesting because the opponent felt like his base was entirely different from mine, but I could easily tell the battlefield was balanced. I managed within a few mintues to finish him off with a large army of stalkers and 2 immortals. I'd like to get somebody to test it out and maybe test out ktilkath's map too when that gets finished.
Added doodads and modified height a bit. I think I'm done with this map. It's published on NA as Ash Island. Screenshots...
@yukaboy: Go
You just made a full melee map, and I can't decide are the cliffs all right on mine : D You are the man : D Maybe you have analyzer pictures? You could make your map castle-like, I just think it fits after seeing silver islands there : )
This might JUST surprise you. I decided I wanted to make a bunch of interesting maps for perhaps a 10 map tournament? I tried this before and failed on the 3rd. This time I got to the 3rd and it still looks pretty good. I admit, the first one is way better and the new ones I'm a bit dissappointed with, but they're pretty good. I'll play the map and edit this post when I have screenshots. :D
Screenshots...
@yukaboy: Go
Dark Temples - mains can't be so close to each other, players will just go fast air every time and win. The natural is too hard to take or defend early on, and Zerg will be forced to 1 base play only. Also, imagine Terran going fast factory + tanks at the high ground with vision from the Xel'naga, it will kill opponent's main very easily without risk.
Star fortress - 2v2 or 1v1 here?
@ktilkath: Go
Star fortress is 2v2.
Dark temples is an...experiment...except...unlike my first experiment...its feels...unsuccessful? Im thinking about making air units unable to go over that cliffing.
The whole point was to test out bases being far away on ground but super close in air. Apparently...it just doesnt work...I'll see if I can fix it...
The xel naga towers were meant to merely see the other player's forces...but I see what you're saying...hmm...I wonder if I can switch the gold expos with the main bases...would that work instead?
@yukaboy: Go
I'm happy that it's 2v2, there are no much 2v2 melee maps. I'm making some 2v2 maps myself, and you should still as well : ) But: Map encourages all inish type of play and general 1 basing. If I would push, I would knock the rocks down, take gold as my natural, and guard with my ally the hole in the ground right outside Main's ramp. The side expansions won't be naturals because if both of us want naturals, we have to split up and when the attack comes, we are half the firepower we could have. While in center, we can be together more.
1v1
If you will switch them, it would be more nice, also you would have to adjust the ramps for naturals.
If you want get more into melee mapmaking I really recommend Ironman's stream and analyzing TL's maps. I already learned few things from him ; ) Most important thing is to try ; ) link: http://www.twitch.tv/ironmansc