It's already a lot better. Good job! If you look at your overview map now, your map actually looks like an area of land instead of a ball of dirt. Only comment right now would be your low ground area - that still looks like a ball of sand. Granted, this works best with the sand texture if you do have to pick one, but the whole thing could be so much better if you turned it into a proper landscape. If you want to take the lazy way out or still avoid doodads, try adding lava over it instead. If that doesn't work, at least use some fog.
That said; could you toss me a couple of those maps you say have doodads for the sake of having doodads? I think I might've played three of those in my entire SC2 career, and I'm having a hard time catching your point.
thanks for the response mate! I will respectfully disagree on the doodads. I feel it is cluttered enough around some areas already for a melee map. Afterall, I do not want doodads getting in the way of the gameplay. I am not a fan of doodad heavy maps. They are good in small doses, but your map design should be doing all the talking (aesthetics wise). I will be adding a few more doodads, and it will be to pretty up the center and the left/right sand areas which are barren at the moment. This is only my opinion of-course. and in design, there is no right and wrong :) we only need to agree that the map is balanced, the rest is up to the individual! :D
To an extend, sure, but without trying to play the elitist terrainer: good terrain adds something to a map, and there are a few simple (psychological, even) things one can do to improve his map. There is a quite a lot in between 'clutter' and 'no doodads'. I'm not saying you should add doodads for doodad's sake, but it's hard/impossible to make a terrain look good without any doodads at all. You look to have about... 10? You can put over 1000 in a map without it feeling cluttered. If you really want to avoid doodads altogether (for which I don't really see the reason, but eh), then I suggest putting way more textureplay in your map if you want any sort of good looks.
Balancewise, it looks pretty decent to me. It needs work aesthetically, though. In general, it just needs more stuff. Doodads, rocks, man-made shelters, cliff doodads, spires, metallical constructs... Anything at all. I do like your way of using those texture-'paths', which is a technique that doesn't always work well anymore.
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It's already a lot better. Good job! If you look at your overview map now, your map actually looks like an area of land instead of a ball of dirt. Only comment right now would be your low ground area - that still looks like a ball of sand. Granted, this works best with the sand texture if you do have to pick one, but the whole thing could be so much better if you turned it into a proper landscape. If you want to take the lazy way out or still avoid doodads, try adding lava over it instead. If that doesn't work, at least use some fog.
That said; could you toss me a couple of those maps you say have doodads for the sake of having doodads? I think I might've played three of those in my entire SC2 career, and I'm having a hard time catching your point.
To an extend, sure, but without trying to play the elitist terrainer: good terrain adds something to a map, and there are a few simple (psychological, even) things one can do to improve his map. There is a quite a lot in between 'clutter' and 'no doodads'. I'm not saying you should add doodads for doodad's sake, but it's hard/impossible to make a terrain look good without any doodads at all. You look to have about... 10? You can put over 1000 in a map without it feeling cluttered. If you really want to avoid doodads altogether (for which I don't really see the reason, but eh), then I suggest putting way more textureplay in your map if you want any sort of good looks.
Balancewise, it looks pretty decent to me. It needs work aesthetically, though. In general, it just needs more stuff. Doodads, rocks, man-made shelters, cliff doodads, spires, metallical constructs... Anything at all. I do like your way of using those texture-'paths', which is a technique that doesn't always work well anymore.