An example of something unique to add is something like I had. I had extra mineral fields behind the originals, but that area was blocked by rocks. That's my example. It could be anything really from a style of terrain to a new technique in gathering resources. It's difficult to find something that hasn't been done, but there's things out there. Have fun with that! XD
I've sat down and changed quite a lot in this map, based on the general feedback recieved. The original post has been updated to reflect the recent changes, so for updated screenshots please refir to that!
Notable changes included:
- easier to take and defend 3rd
- a new 4th has been added
- close ground spawns no longer possible (so its now top vs bottom!)
- gold expansion removed
- the watch tower in the middle has been removed
I'll give you 1 more example. On another map I had, I actually thought of what it would be like to have an almost unlimited supply of resources at the start of the game, but how do I make it limited so you can't gather it until you gather the normal stuff? So I made it so the mineral fields were actual walls blocking the rich mineral fields. It, however, bugged out since the rich mineral fields were so close that the workers would try to get to the rich fields and would be stuck there. It would have been a good idea to make it so the workers only gathered from nearby minerals that could actually be reached though... -_-
looks pretty cool, i like all the low ground but my suggestion would be to add 2 ramps on each side of the center map's low ground about the same size as the ramps next to the expansions mid left and mid right because the walking distance from cross positions is approximately 56 billion lightyears right now. Also adding the ramps will allow lings to counter attack from a different path when the terran/toss moves out because right now this map so heavily favours terran/toss and not zerg. In other words, it adds another path for players to push their armies.
Map Name: DoGG Shakuras Proving Grounds
Download: Search for "DoGG Shakuras Proving Grounds" in game (EU)
Map size: 180x164 (playable)
Game types: 1v1
Number of player spawns: 4
Number of bases: 16
Main locations:
Top versus bottom spawns. Destructable rocks block the northern and southern bases. Destructable rocks placed in the middle.
Current images are from version 1.0
Top down picture:
Change log:
06 / 09 / 2011
19 / 09 / 2011
Preview:
http://i.imgur.com/lmIUo.jpg
http://i.imgur.com/ZgNnV.jpg
http://i.imgur.com/RfDv7.jpg
http://i.imgur.com/C4LeI.jpg
Map analyser pictures:
Summary:
http://i.imgur.com/66YXS.png
Shortest pathways:
http://i.imgur.com/wmknx.png /o/ http://i.imgur.com/NGnlo.png
http://i.imgur.com/dYmOO.png /o/ http://i.imgur.com/ZM8Ds.png
Building placement pictures:
http://i.imgur.com/k83LN.jpg /o/ http://i.imgur.com/CbCCp.jpg /o/ http://i.imgur.com/U66J5.jpg
Looks somewhat like a 4 player version of Xel'Naga Caverns.
Opinion/Suggestions - The mineral fields would look nicer with a different painted terrain under them. More doodads. More terrain variation.
It's hard to do for melee maps, but it'd be interesting to make it unique and if it already is, how?
@Mozared: Go
Not sure whether thats good or bad lolol
@yukaboy: Go
The minerals would look nicer with a different terrain you're right, thanks! Will look into making it a bit more unique, not too sure how though =o
The ramps in the mains are now diagonally. I updated the post with the latest images and newest version has been posted on Bnet.
An example of something unique to add is something like I had. I had extra mineral fields behind the originals, but that area was blocked by rocks. That's my example. It could be anything really from a style of terrain to a new technique in gathering resources. It's difficult to find something that hasn't been done, but there's things out there. Have fun with that! XD
I've sat down and changed quite a lot in this map, based on the general feedback recieved. The original post has been updated to reflect the recent changes, so for updated screenshots please refir to that!
Notable changes included:
- easier to take and defend 3rd
- a new 4th has been added
- close ground spawns no longer possible (so its now top vs bottom!)
- gold expansion removed
- the watch tower in the middle has been removed
@yukaboy: Go
haha that sounds pretty cool, but its hard to think of something unique!
@lawol: Go
I'll give you 1 more example. On another map I had, I actually thought of what it would be like to have an almost unlimited supply of resources at the start of the game, but how do I make it limited so you can't gather it until you gather the normal stuff? So I made it so the mineral fields were actual walls blocking the rich mineral fields. It, however, bugged out since the rich mineral fields were so close that the workers would try to get to the rich fields and would be stuck there. It would have been a good idea to make it so the workers only gathered from nearby minerals that could actually be reached though... -_-
@lawol: Go
looks pretty cool, i like all the low ground but my suggestion would be to add 2 ramps on each side of the center map's low ground about the same size as the ramps next to the expansions mid left and mid right because the walking distance from cross positions is approximately 56 billion lightyears right now. Also adding the ramps will allow lings to counter attack from a different path when the terran/toss moves out because right now this map so heavily favours terran/toss and not zerg. In other words, it adds another path for players to push their armies.
I was almost going to flip when I heard the word proving grounds. I loved that map in bw. :/.
Man, everybody love these nifty hexagons since Tal'Darim : D BTW Great map lawol : D