Thanks for the complement tigerija! I wouldn't knock Eivivyn's map just yet... she did say it was a quick 30 sec mockup redesign and I think the only reason she is considering a new layout is because of the issues with top to bottom and left to right ramps. Taking a current design and trying to remodel it is more of a pain then just starting from scratch. I totally understand her dilemma. ;)
I guess I'll take this opportunity to shamelessly plug myself and say that if anyone wants some layout work done, and I have time to do it outside of my own projects, feel free to send me a PM and we can talk details. ;)
Oh and just a clarification, my layout is part of a complete custom map I had been working on over the last 2.5 weeks. You can find it on sc2mapster here... http://www.sc2mapster.com/maps/red-and-blue/
Yeah don't worry, I won't just surprise people with a new map layout. It won't be anything soon, and it will be meticulously planned out.
Been working on a lot of graphical updates to spice the map up. Re-worked some abilities to be more like I want them to be. Added the pilot system, your pilot can teleport around the map so you basically can choose where you spawn. I think I fixed the healing weapon graphics bug, but it still drains energy when not in use.
killingspree.. its not much but, abused well you can get really fast money. in example hunt the hellion.. on 20 kills you get like 10-20k i dont know exactly how much but it works out.
and there is still the itemswap bug i mentioned earlier.. it happends independently of the vehicel you buy it seems.
edit: right now as it is. people who only use missile launcher lose, cause they cannot push the creepwaves back fast enough. with splashdamage this will be not the case, making missiles the best weapon in the game (depending on how easily it is to hit \ dodge)
I actually like the Arcology-esque map, but I see what Ryaneko was saying... you used north-south/east-west ramps, which are not great for LoS purposes... and yeah a full rework would be required to put the map into an X formation rather then a +. I learned that one early on. ;)
To respond to your statement... Quote:
The reason the map is so open and large is just because I like battles with lots of lateral movement.
... I too like that your maps have a more open battleground... that doesn't, however, explain why the base areas are so large. Do battles take place within the bases as well as out on the field?
I don't mind the bases at all, would hate for them to be super cramped (like you see in some DotA-esque maps)
Yeah don't worry, I won't just surprise people with a new map layout. It won't be anything soon, and it will be meticulously planned out.
Been working on a lot of graphical updates to spice the map up. Re-worked some abilities to be more like I want them to be. Added the pilot system, your pilot can teleport around the map so you basically can choose where you spawn. I think I fixed the healing weapon graphics bug, but it still drains energy when not in use.
I would think that once you get the game play all tweaked and worked out, it would just be a matter of copy, paste, and plugging in to a new layout. A series of maps with the same game play would make less burnout as people can rotate through various environments as they play. :)
I don't mind the bases at all, would hate for them to be super cramped (like you see in some DotA-esque maps)
I thought about condensing all the current shops into 1 building, then having each item type on menus. Just not sure if it'd be too confusing for new players.
New mockup. Looks rather plain due to not being worked on. I rather like the style.
3 central zones, all height 1. 2 close zones at either side, height 2. 7 zones total. AI will work across the map progressively from one zone to the next. You won't be able to capture a zone unless you control an adjacent zone.
The "story" is that you're feeding that huge laser in your base vespene to power it up before the other team. I plan for some cool visuals to graphically demonstrate who controls what base, and the flowing vespene.
DON'T put everything into one shop. it's gonna make shopping way harder cause of all the submenus. Just place the shops closer to each other and increase their range so that you can shop from them while standing in the center of the base.
Also, epic map =D I and my friend got addicted to it.
If you ever re-do the terrain, can you try placing the auto-turrets guarding the base so that they cannot attack everything below the ramp of the closest control point? I find it too hard using the short range weapons to kill other players when trying to cap their points close to their base because they can run away and the turrets will kill me (at least before i get my Dusk Wing and some decent armor upgrades)
Hope you don't mind if i cast it and upload the video to my channel :)
the concept seems good so far (and somewhat familiar). the outer points however will be in danger of beeing to far off the action. keep that in mind while working on them.
i assume the secondary objective is to destroy the enemys laser directly? or rather the enemys vespene tank, so a chainreaction will blow up the whole base (makes more sense in my oppinion :))
By the way, something i forgot to mention... Wraith and Raven have WAY too little health... I and my friend couldnt kill a siege tank together...
Add snares/long range weapons to that and wraiths and ravens instantly die. And i make as much use of the heal ability as i can (i even got myself the +energy regen item for that and upgrade it first...) Banshees and science vessels onwards do fine, just the initial vehicle dies instantly. I usually get about 5+ deaths with my wraith, and usually only about 1-2 deaths with the banshee and duskwing together (Unless i go against some really good players)
Also, could you somehow make the shield and armor repair items base off maximum health? right now it takes around 20 uses to heal up completely which with a 5 second cooldown is almost 2 minutes... By which time you're most probably in the red again
And the item that repairs your life and drains energy apparently doesn't work :/
Another thing... You planning on more vehicles? If yes, mind saying which ones? I'm really interested. I'm willing to help you out if needed, i currently have lots of spare time and know the data editor... And are you going to add Protoss vehicles? i know it wouldnt fit the theme, but i don't think there are many, if any, terran vehicle models left...
I'll be adding protoss and zerg as playable factions in the future (most likely their sc2 expansions, as this gives more models to play with). You'll basically choose your race in the lobby and you'll play with that race's weaponry/vehicles. Zerg will create abominations as opposed to vehicles, and instead of drones, you will have swarming masses of lesser zerg. Protoss will control things like stalkers and immortals, but will gain a "sidekick" instead of a drone. Drone slots would directly buff your sidekick. They'd be things like zealots, dark templar or high templar, each with their own abilities and style. That's my current concept at least.
The repair item for life armour really should work. It won't spend energy if it can't repair fully, however. So if you have a 320 life repair item and are 319 life away from max, it won't trigger. I thought about changing this, but in the end I want repairing your life to feel different to repairing your shields, and the armour repair item should cover the gaps left anyway.
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@tigerija: Go
Thanks for the complement tigerija! I wouldn't knock Eivivyn's map just yet... she did say it was a quick 30 sec mockup redesign and I think the only reason she is considering a new layout is because of the issues with top to bottom and left to right ramps. Taking a current design and trying to remodel it is more of a pain then just starting from scratch. I totally understand her dilemma. ;)
I guess I'll take this opportunity to shamelessly plug myself and say that if anyone wants some layout work done, and I have time to do it outside of my own projects, feel free to send me a PM and we can talk details. ;)
Oh and just a clarification, my layout is part of a complete custom map I had been working on over the last 2.5 weeks. You can find it on sc2mapster here... http://www.sc2mapster.com/maps/red-and-blue/
Yeah don't worry, I won't just surprise people with a new map layout. It won't be anything soon, and it will be meticulously planned out.
Been working on a lot of graphical updates to spice the map up. Re-worked some abilities to be more like I want them to be. Added the pilot system, your pilot can teleport around the map so you basically can choose where you spawn. I think I fixed the healing weapon graphics bug, but it still drains energy when not in use.
Actually I dislike this part. Somehow, it can be abused by planes. I just dont like those holes. It takes away lots of space...
http://img829.imageshack.us/img829/8756/terrain026.jpg
okay can you make a hotfix where leaver will not be controlled by ai? this screws games up..
How? There's no real reward for killing players.
killingspree.. its not much but, abused well you can get really fast money. in example hunt the hellion.. on 20 kills you get like 10-20k i dont know exactly how much but it works out.
and there is still the itemswap bug i mentioned earlier.. it happends independently of the vehicel you buy it seems.
@Ryaneko: Go
Right. I'll remove computers from the killing spree thing too. I should really get around to fixing that AI...
I'm considering making missiles dodgeable projectile weapons with small splash damage. Thoughts?
and how do you aim?
edit: right now as it is. people who only use missile launcher lose, cause they cannot push the creepwaves back fast enough. with splashdamage this will be not the case, making missiles the best weapon in the game (depending on how easily it is to hit \ dodge)
I don't mind the bases at all, would hate for them to be super cramped (like you see in some DotA-esque maps)
I would think that once you get the game play all tweaked and worked out, it would just be a matter of copy, paste, and plugging in to a new layout. A series of maps with the same game play would make less burnout as people can rotate through various environments as they play. :)
I thought about condensing all the current shops into 1 building, then having each item type on menus. Just not sure if it'd be too confusing for new players.
Confusing for newcomers yes. Dont do it. People will hate it.
New mockup. Looks rather plain due to not being worked on. I rather like the style.
3 central zones, all height 1. 2 close zones at either side, height 2. 7 zones total. AI will work across the map progressively from one zone to the next. You won't be able to capture a zone unless you control an adjacent zone.
The "story" is that you're feeding that huge laser in your base vespene to power it up before the other team. I plan for some cool visuals to graphically demonstrate who controls what base, and the flowing vespene.
DON'T put everything into one shop. it's gonna make shopping way harder cause of all the submenus. Just place the shops closer to each other and increase their range so that you can shop from them while standing in the center of the base.
Also, epic map =D I and my friend got addicted to it.
If you ever re-do the terrain, can you try placing the auto-turrets guarding the base so that they cannot attack everything below the ramp of the closest control point? I find it too hard using the short range weapons to kill other players when trying to cap their points close to their base because they can run away and the turrets will kill me (at least before i get my Dusk Wing and some decent armor upgrades)
Hope you don't mind if i cast it and upload the video to my channel :)
Sure, go for it.
This thread now makes up over 10% of this subforum's posts. Hah, taking over!
I made a suggestions forum using the sc2 mapster forum tool. Hopefully should make things neater. It's in my signature.
Edit: Though for some reason, I can't see the link in my sig in half my posts...
http://www.sc2mapster.com/teams/catalyst/forum/catalyst/
the concept seems good so far (and somewhat familiar). the outer points however will be in danger of beeing to far off the action. keep that in mind while working on them. i assume the secondary objective is to destroy the enemys laser directly? or rather the enemys vespene tank, so a chainreaction will blow up the whole base (makes more sense in my oppinion :))
By the way, something i forgot to mention... Wraith and Raven have WAY too little health... I and my friend couldnt kill a siege tank together...
Add snares/long range weapons to that and wraiths and ravens instantly die. And i make as much use of the heal ability as i can (i even got myself the +energy regen item for that and upgrade it first...) Banshees and science vessels onwards do fine, just the initial vehicle dies instantly. I usually get about 5+ deaths with my wraith, and usually only about 1-2 deaths with the banshee and duskwing together (Unless i go against some really good players)
Also, could you somehow make the shield and armor repair items base off maximum health? right now it takes around 20 uses to heal up completely which with a 5 second cooldown is almost 2 minutes... By which time you're most probably in the red again
And the item that repairs your life and drains energy apparently doesn't work :/
Another thing... You planning on more vehicles? If yes, mind saying which ones? I'm really interested. I'm willing to help you out if needed, i currently have lots of spare time and know the data editor... And are you going to add Protoss vehicles? i know it wouldnt fit the theme, but i don't think there are many, if any, terran vehicle models left...
Keep up the good work :)
I'll be adding protoss and zerg as playable factions in the future (most likely their sc2 expansions, as this gives more models to play with). You'll basically choose your race in the lobby and you'll play with that race's weaponry/vehicles. Zerg will create abominations as opposed to vehicles, and instead of drones, you will have swarming masses of lesser zerg. Protoss will control things like stalkers and immortals, but will gain a "sidekick" instead of a drone. Drone slots would directly buff your sidekick. They'd be things like zealots, dark templar or high templar, each with their own abilities and style. That's my current concept at least.
The repair item for life armour really should work. It won't spend energy if it can't repair fully, however. So if you have a 320 life repair item and are 319 life away from max, it won't trigger. I thought about changing this, but in the end I want repairing your life to feel different to repairing your shields, and the armour repair item should cover the gaps left anyway.