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?
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
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.
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...
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.
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.
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@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?
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...
Added doodads and modified height a bit. I think I'm done with this map. It's published on NA as Ash Island. Screenshots...
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.
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...
@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...
I've designed the layout of the map I'd like to try and make and show off.
@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.
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.
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.