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    posted a message on [Map] 1vs1 Guardian's Grove

    I am working on the map. it does not play bad I think, but I tried to take all your input and reworked pretty much everything: i even re-mirrored the whole map.

    here is a screenshot with all mayor changes marked in the map: 1-3alpha guardiansgrove

    the 3rd now feels more like a real third and not like a second natural that is blocked and the map is more open overall while the central are stayed the same. The average openness ist 4.5.

    overall the idea was to have less pathes, more space, less destructable rocks and no backdoor to main.

    what do you think?

    Posted in: Project Workplace
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    posted a message on [1v1] Slag Central v1 Released

    the maps looks nice an natural, but there is a lot of unused space. I like the fact that every expansion seems to be distinctive and well thought out.

    my questions and sugestions:

    • what is the path for that goes around the distant expo?
    • switch (blocked)3rd and natural sothat the now blocked expo is a nice and save nat
    • block the ex´ntrance to the third with stones (destructable for quicker excess when expanding here) and add a second enrance towards the centre of map
    • the path next to the islands should be wider
    • no watchtowers? if the map was smaler (tighter layout) the spot of the distant expo would be nice for xelnagas.

    the main problem with such a layout is that you have very long ways and very little space. think about how the space can be used: a big map should support more players (think 1vs1 on 4playermap) or give at least some space in the centre or multiple attacking routes. a very similar layout could have been accomplished on less space and could have been more fun, too, because basically you have some nice ideas put into this. sorry if i missread the layout, but the pictures quality is quite low.

    Posted in: Project Workplace
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    posted a message on [Melee Map] Orbital Decay 1v1

    hi BoomStevo:

    i like the layout! my first thought was hat someone made blistering sands a 4 player map, an idea i have tinkered with before ;) there could be some nicer texturing (pathes stone/sand) but layout looks nice and it is not too boxy. i can see you put a lot of thoughts into the layout. nice first map!

    some questions and critic:

    • I like he fact that in a 2vs2 or FFA players would have to choose between 3rd or gold. I understand that this map is meant for 1vs1 play. Still the option to go for gold instead of 3rd is nice. - what is the travel distance from main to gold and from main to 3rd? gld looks even closer? - can you control the gold from the nat? (I think so...try a siege tank in siege mode and spam the gold expansion)
    • plattforms or cliffs look very open > thee will be a lot of harass
    • the two ramps at he gold expo invites terran to go in with helion for drive by shooting. at 3rd this is not as bad as at gold, because there is less space to shoot before moving out.
    • two towers should be enough. probably shift the north and south tower a bit to the middle of the map
    • you could put the destructable stones into the gold instead of the middle where they narrow down everything and help terrans. could be abused from tanks blocking and help thors keep opponents in range.also nice for protoss (forcefield everything) and amount of stones(4x 2x4!) hurt zerglings, because there is no surround possible.
    Posted in: Project Workplace
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    posted a message on A revamped ramp [Terrain]

    it looks much better for natural cliffs, nice trick!

    beside looks you have more control over usable space by marking the outer pats of the ramp as non walkable. aslo you have to give the player more hints, tha this area is easy blockable and change textures and add some small stones, plants, etc.

    Posted in: Terrain
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    posted a message on EU 7 day guest account (requesting)

    tell us if you are successfull with this strategy! does it work?

    Posted in: General Chat
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    posted a message on [Map] 1vs1 God's Grove

    did you have a chance to play it? glad you like the design!

    Posted in: Project Workplace
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    posted a message on [Map] 1vs1 Guardian's Grove

    @SaucySC: Go

    i would love to get the map to the us server. i would like to puiblish it myself though to keep control over possibly following versions /modifications. unsure about how to proceed. any ideas?

    2v2 layout: yes, I will think about it :) happy you like layout/looks

    Posted in: Project Workplace
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    posted a message on map publishing, stealing downloadable content
    Quote from Forge_User_59026135: Go

    @Samro225am: Go

    - don't understand. accidentally publishing? wtf

    for example you have a map file, upload it. someone wants to test (say US server) > has to publish it to play online > map is published on US > I won't have the chance to publish the map on US by myself = "stealing accidentally"

    Posted in: General Chat
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    posted a message on SC2 Map Analyzer

    @Sixen: Go

    thx sixen. must have missed that part of the desctiption. the program is working for me though at the moment.

    Posted in: Third Party Tools
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    posted a message on [Melee Map 2v2] Sythmoria

    @CTMRZ: Go

    Did you ever test the map against KI?

    critic:

    • pathes are much too narrow, level is maze-like > no good idea
    • I realise it is a team map, but still I am bothered that both main bases are so close to each other and connected. if one base is contained, both are...
    • get rid of all xel'naga towers but one (or two). but with such a layout only one makes sense, because pretty much everything will move through the middle.
    • get rid of the stones everywhere
    • do not use blocking stuff for blue minerals. in this map everybody would grap one of the minearls field to the left or right because they are super secure against all non-flying units, because of your chokepoint. actually these are no chokes. it is a total maze!

    advice:

    • start all over again and take a moment to think about how you would move in an actual match.
    • probably try to copy one of blizzard's map layouts. look at blistering sands or lost temple, grab a pencil an draw the points of resources and connect them with direct lines and you have the basic plan of what you could try next.

    comment: the natural behind the main is a nice idea and very noob-friendly I guess, because this gives the players a lot of time to build up. but this game is not about peacefull times: you want to have a dynamic math with actions starting in the very first minute, harass and contain to block opponents exe or even natural. So if you like the general idea of having a natural behind the main, then go for it, but connect the natural to the rest of the map, e.g. a U-shape around the main base with the natural at the bottom of the U. connect both tops/tips of the U to the centre of the map or a pair of possible expansions and then connect the natural with the main base and also the mainbase with the two tips of the U, but block these two pathes. so the natural covers the mainbase, but is open to attack from both sides. also the two "backdoors" can be used, once the blocking stones are removed. well, I guess I will try this myself in a minute ;)

    Posted in: Project Workplace
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    posted a message on [Map] 1vs1 God's Grove

    thanks for your comment

    I already went back and cut down some trees. please look at the pictures of the fnal version shown here in the new thread please keep in mind that not everything that is green in top view actually is a tree. I made more space in the centre, around the pathes from centre to natural and exe and in the base.

    The map can be found on battlenetEU if you want to check out the final result.

    probably we could get the TvZ point discussed in the new thread (I made a new one, because of maptitle restrictions by blizzard)

    Posted in: Project Workplace
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    posted a message on map publishing, stealing downloadable content

    Hi guys I need your advice. My melee map Guardian's Grove is published via battlenet/EU.

    I would like to upload the file to SC2mapster/Curse as well, but I am unsure about it as I am afraid to loos the control about versions/republishes/updates.

    • How do I make the mapfile actually locked? Is this possible with a melee map?
    • what is the best way to get the maps to US?
    • does the selection of licenses help with the control of the map?
    • what is the state about the danger of people publishing someone's map accidently when they wnat to play in online?

    Thanks

    Posted in: General Chat
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    posted a message on [Map] 1vs1 Guardian's Grove

    EDIT: NEW VERSION

    [Map] 1vs1 Guardian's Grove - Version 1.2 / 15.09.2010 (EU)

    guardiansgrove

    Not on battlenet US yet. Please search GUARDIAN'S GROVE on battlenet EU

    Map details:

    • Map size: 128 x 122
    • Number of players: 2
    • one base, one natural, one normal expansion and one high yield/gold expansion per player
    • each normal/blue resource spot provides 8 mineral and 2 vespin, high yield/gold provides 6 mineral and 1 vespin
    • 2 Xel Naga watch towers between expansion (LoSBs) and high yield (ramp)
    • destructible rocks blocking high yield (4x4), between natural and high yield (2x4)

    Map changes:

    • bigger Main and Gold
    • no more backdoor into Main
    • more space everywhere, especially in centre and around all minerals, some changes in layout
    • less trees, fixed collsions
    • X'N ramp turned 45° (facing north/south)
    • Main ramp turned 45°
    • bigger chokes to Main, Gold, X'N, dropzone at Nat
    • Main's choke halfway blocked by destructable rocks for easy wall at start but wide entrance in endgame
    • ramp to central area much wider, turned 45° (facing Nat) for quicker access to Nat/Main
    • architectural structure close to ramp (towards 3rd) to prevent mass siegetank spam
    • architectural structure close to X'N and 3rd for drop harassment or movement control
    • better texturing

    Overview: overview Map Analyzer: analyzer

    • none

    Coming changes:

    • nothing planed yet

    Comment:

    The main idea was to create a detailed and good looking map that features a balanced melee gameplay. Altthough the design is based on the use of cliffs Zerg-players should not be underpowered. Therefore I made it possible to create multiple routes by destroying rocks in order to out-manouver the less mobile terrans. This is also the reason to have a shrine in the central battlefield. Zergs as well as Protoss should be able to switch the direction of their attack, retreat and strike back utilising the layout to their advance abusing the slow speed of most terran armies.

    I decided on using two Xel'Naga watch towers. Neither is controlling the complete central area. They overlook the middle ground exactly to the shrine in its centre. They can be also used to check for movement to the expansion or the HighYield. That means you can only take control of the map by leading your forces down of the level1 cliff (natural and expansion) into the centre or even cross it to reach the second Xel'Naga.

    There are 2 LoSBs per side. One screens the Xel'Naga from its side player. This should motivate the other sides's player to take the ramp and use "the other's" Xel'Naga. This is a little bit an experimental setup and I hope it works in an interesting way. The other is very close to the naturals face to face with the other sides Xel'Naga.

    Download: You can find the map on battlenet EU. SC2Mapster: http://www.sc2mapster.com/maps/guardiansgrove/

    I hope you enjoy the map. Have fun and please leave a comment!

    [Edit: I made an additional release thread, because due to blizzard's publishing system the map had to be renamed]

    Posted in: Project Workplace
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    posted a message on [Map] 1vs1 God's Grove

    The map was published today. You can find it on battlenet EU servers. Map title had to be changed to GUARDIAN'S GROVE

    http://www.sc2mapster.com/maps/guardiansgrove/

    i will open a new thread with the actual title. I will no longer update this one.

    Thank you for your comments, encouragements and critic!

    Posted in: Project Workplace
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    posted a message on [MAP] Team Obliteration 4v4 - Testing/Suggestions

    @SuraklinSC2: Go

    the concept is interesting, but I do not understand everything...do not think it is my kind of map and the "gimmick" might be too strong.

    Questions:

    • are you supposed to build a base > there is very little space to build your base
    • obliterator > attacking units and buildings?
    • range of obliterator
    • where am I supposed to move?

    important Critic:

    • the oblitarator should only should only attack units and buildings that are seen by the team controlling it!
    • the map relies on movement and speed > it has to be mirrored!

    things I would change:

    • right now there is less than one Xel'naga tower to control for each player
    • Make the map bigger or change it as a 2vs2 (try 2vs2 first)
    • The obliterator should only attack units in a certain range (middle ground)
    • there has to be a reason to move your units through the middle, e.g. long and slow way if you use the save right or left side
    • if the gameplay relies strongly on the obliterator (or only...) I think the map is easily won by the player who has the quicker units
    • the obliterator should help you to win and do not win the game for you
    • change half of the bases (11, 1, 5 and 7 o'clock) to expansions and make them less defendable
    • add high yield expansions instead of the water area in top and bottom. their access should be controlled/atackable by the obliterator, the buildings close to the minerals have to be save.

    If you want to have a strong obliterator:

    • I would still make it 2vs2
    • change the pathing/connections
    • the 3 and 9 o'clock Xel'Naga will be the players main interest, this is were they will meet. right now everything there is a narrow chokepoint.
    • You really want to have an accessible battlefield at these two towers with two entrances per team > make map wider
    Posted in: Project Workplace
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