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
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.
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 : )
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?
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.
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
@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
@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?
@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 : )
@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 :>
@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?
@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.
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