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

    @Amdrom: Go

    updated overview

    Thanks for commenting!

    • I am afraid you are right, less trees and grass = less atmosphere though. I really do not know what to do. Maybe I cut down trees in the centre.
    • I will upload the map later today.
    • I had just decided to make the shrine a bit smaller.
    • what do you think is wrong with the positioning of the Xel'naga towers? The way they work is that each tower is overlooking its side of the central area without covering the whole shrine. If one player was able to control the tower in the centre it would not give him any more information than he has anyways (=control over centre). I think the possibility to control the centre while the opponent tries to control one or both sides is more interesing. also nore the possibility of controlling "the other side's" tower in order to control movement around the exe.
    • I think the main is big enough for a pretty complete build even if you turtle as terran (you should not though)

    I put some buildings into the staring are: too small? SDo you think it is actually too cramped?

    [edit1:]

    on making the high yield areas drop only - do you mean as an addition or cutting the two corners off and make them into islands? I think I have to keep these areas strongly connected (to natural with blocking stones, to centre and to exe) too allow more movement.

    [edit2:]

    courageously removed some trees

    • next to ramps leading down to centre
    • next to Xel'Naga (centre)
    • top/bottom of both starting positions (top of factories)

    [edit3:]

    question: publishing says: map is fine for publishing. upload to battlenet stops at 84%. any ideas?

    Posted in: Project Workplace
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    posted a message on SC2 Map Analyzer

    is there a chance we will see an updated version of this tool any time soon? I think it is a wonderfull thing to play around with, but there seems to be problems with the new version of sc2. I tested it with the map I am currently working on. it did not recognize a ramp (radius=4).

    another issue is that it marked the first expansion as the natiural althoug the ramp to this exe is blocked with stones.

    would be fantastic if there was a newser version!

    Posted in: Third Party Tools
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    posted a message on [Map] 1vs1 God's Grove
    Quote from lnsidious: Go

    @Samro225am: Go

    Your bottom right High Yield expansion can easily be taken out by Siege Tanks from the high ground if I'm not mistaken, where as the top left High Yield expansion suffers no such weakness.

    Could you be more precise about the possible problem? Which high ground you are refering to? Thx.

    edit: possibly you were talking about the temple like structure in the southeast corner of the map? the cliff is not walkable. now that you mentioned it I added some decoration on its top to make it visible that it is not walkable.

    bloody top of bloody temple

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

    i am sorry for the doublepost but I have a question regarding something different:

    what i a clever way to treat pathing? - scv went behind the minerals several times.

    I know I can block things. Blocking lead to another problem - scv was blocked behind gas after building it

    solution: taking away the trees and the blocking

    - back at the first problem: scv goes behind minerals.

    any ideas?

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

    Can't have Diablo. So I spelt it backwards. Some of their restrictions are downright silly, but honestly anyone with a little creativity can manage.

    absolutely. it is more a general problem I have with such a restrictive policy.

    Quote from Robbepop: Go

    hiho,

    about your melee map ... in my opinion it is well done but there are a few things which i don't really like. you must know - im zerg player and they just need much more space to fight - in your map there is just no real space for fight. everything seems to be tight. another thing are the trees. actually i can't remember any blizz melee map with so many trees - that's why the trees aren't that helpful in a fight where you should have got a good vision over your army to micro units out etc ... there are also just too few cliffs which you could use tactically - but not sure. =)

    hope that was helpful! :D

    Robbepop

    thanks for your comments. earlier in the development of the map I asked myself how i could help the zerg player so I added as many connections as possible blocked by rocks. that is also the reason why a shrine splits the middle part in two: terrans are to slow to switch from the left to the right and zergs are quicker when using the outer routes via highyield and xel'naga. the towers are quite crucial to control.

    the setup also provides plenty of possibilities for your expansions after the natural, you can as well go for the high yield directly if you have control over the centre and the small field behind LOS at your natural and the xel'naga between highyield and opponents exe.

    cliffs that could be important strategically: entrances to centre:there is a cliff to the base, also the verticle ones left and right from the shrine to the lowest area. 2-3 tanks work wonder here. both LOS ares between centre and natural/expansion are important to control movement between highyield and centre and also as attacking routes(xel'naga) or drops(natural).

    i will upload the map today and you can try if the map actually favours terran to much over zerg.

    from the beginning of the development I tinkered with the idea of making a 2nd version of the map using same size and (similar) layout but the scenery changed: I completely destroyed environment, a nuked version of "god's grove": gone grove or something like that ;)

    so I am eager to know what you guys think once you get to play it?

    Quote from h4rr0d: Go

    This map is very interesting. It has tight closed spaces, which realy favors Terrans with their Siege tanks, but on the other hand both main and natural have backdoor which is kind of thing that puts Terran into huge disadvantage. Nice little balance there:)

    this was my idea how to balance a map that uses lots of cliffs and trees used to create a jungle scenery.we will see how it works :)

    Quote from rayquaza11: Go

    The scenery is looking nice. Also, you could consider the name "Gods' Grove", referring to multiple gods. It would fit in with the Warcraft universe too.

    Yes that could have been an option if one could argue with someone (blizzard) about it. The point is the publishing system makes it impossible to use it.

    QUESTION: is it possible to ask a moderate to change the thread's title to [Map] 1vs1 Guardian's Grove?

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

    what Xavicious said and: it is not so much about blizzard taking maps down. the point is that they designed a system (publishing) that has a lot of positive things embedded. and one of these things is to make it impossible to "do something bad" e.g. name a map using the word "god", "shit" or "starcraft"

    downside is that the community is patronized as if it was a group of fools naming each map "Naziland", "Bitchprick" or "AllahsRevenge". The point here is: nothing bad will happen, because it is impossible with such a publishing system (that makes it impossible to do something bad/wrong).

    more "control" = less "freedom" = better product = more fun? ( I do not know)

    in my opinion people always find ways to insult somebody or do something that other people might find inappropriate, rude or obscene.

    (I just hope this post is not understood as a rude provocation...)

    Quote from YiffMaster: Go

    Healing well in the middle!=p

    I sometimes think warcraft 3 was the better game, but at some point there ended up being a few über-strats that everyone either used or lost to.

    a healing well could be a lot of fun. though I think it would hurt balance - or does it heal lings and robots as well? ;) another point is that the centre would not feature enough space for movement if a healing well was installed. a healing well should not be in exactly the same place like the main route and the main battle field I suppose.

    Posted in: Project Workplace
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    posted a message on [Map] 1vs1 God's Grove
    Quote from voodude2008: Go

    @Samro225am: Go

    Most likely. I'm just saying to play it safe since Blizzard has been acting awfully strange lately. Refer to this thread:

    http://forums.sc2mapster.com/general/general-chat/8007-account-suspended/#posts

    it is kind of sad, but blizzard actually forbids to use the word "god"

    Quote from triumph69420: Go

    Just call it dogs grove instead then.

    i kind of liked the alliteration GG and DG ist...different.

    I think i'll try guardian's grove then.

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

    I thought "god" is quite generic and does not refer to a spefici religous background - there are a lot of gods known to this world, arent't there?

    would I be able to publish the same map with a different title if it was actually deleted`?

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

    there is also an obelisk on its top. its like a shrine oder small temple or sth...

    if i made it a natural cliff it would have been wider also I guess, because such a narrow cliff would not make to much sense.

    you can see it in this shot: shrine

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

    God's Grove Setup

    (shameless bump...) what do you think about the layout and setup?

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

    Hi guys I am new to sc2 mapping - and also i have no idea if this is the correct forum to present a new map - anyway here is my first melee map:

    1vs1 God's Grove - currently Beta and not yet published. jungle scenery next to the natural expansion area at the Xel'Naga tower God's Grove features a celestial jungle scenery around an ancient shrine overwatched by Xel'Naga towers. The map uses the bel'Shir texture set. The whole map is mirrored to have a fair map layout and provides each player with 1 Natural, 1 Regular & 1 High Yield Expansion. The max. playable area is 128x122.

    please find more screenshots on my dev-blog

    Posted in: Project Workplace
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