Second map I am working on here and the first one I guess I just got lucky, cuz its tight as a drum. And yes, I it was a copy paste issue hobbidude. The link you found zenx gave me some tips on how to start a map that I had not considered before. So basically I started over with the outside and worked in after re-adjusting my map bounds and viola, problem solved =] Thanks for finding that link
...funny though, I would have thought anything with the word symmetry would have pulled it up >.<
Nothing was posted that answers my question. They did have an interesting article on VARS (vertical axis reflection symmetry) but that was all a search for symmetry pulled up...
Here is a question. When making melee maps, I have found that you can only build terrain 2 units of measure at a time. Same goes for copy and pasting terrain, there is no option to nudge it one unit over...that I have found. So, with that in mind, what measurements of map bounds allow for perfect symmetry?
The issue that I am having, is I am using a 176x176, (this is the same measure as Tal'dirim Alter) And yet I cannot get the center to be in the exact middle. This means my ramps on one side are 13 units away from the nearest wall, and the ramps on the other are 12... This causes an alignment issue that is driving me mad >.< Pic included for clarity:
As you can see, one ramp is off by just a bit in the upper right, however, the bottom left is waaay off...How the....grrrr =[
So, I have had a small handful of people play this map from silver to plat that complain it is too chokey and there is not enough open area. Mostly zerg and terran have said this. And then I have had 4 players diamond to masters say that there is plenty of room and no issues with the chokes since there are plenty of run arounds.
A little background to my motivation: I went to school to become a conceptual designer and well, with the economy the way it is I have not had a job working with video games in over 3 years now. So I am hoping to make a ton of great maps to add them to my portfolio and honestly...I need more testers! Just like many others, I would like to have my maps become tournament maps, or even be considered for ladder one day. This would look great on my resume don't you think? =] Please give this map a go and send me your comments and replays!
Bridge issue solved, cliff issue solved, map has been revamped slightly. The upper right and lower left hand bases have been raised onto platforms. Textures have been updated, new pics as well as analyzers posted in the OP. I am feeling pretty good about where it is at, now I just need testers!
Thank you Atik, I was also told that I can "fake" the bridges like they did on Bel'shir beach winter. While I would like to use a real bridge to really get the effect of standing on one, this may be a better option. However, I am having issues trying to figure out how to incorporate different cliff sides. For example I am using the Haven tile set and I would like to see the Bel'shir manmade cliffs along side the Haven organic cliffs. I have been searching everywhere for a solution to the issue and it does not seem to be working for me. Here is what I am doing:
1. Go to Map
2. Map textures
3. Modify
4. On the right hand side of the Data editor under the Field column I right click on cliffs and the select "Modify Value"
5. click the button "Add Value"
6. Select the cliff I want to add, then hit okay. Do the same for all other windows up to the Map properties window.
7. Under new texture set, select another texture set and then select "Haven" (since that is what I am using) to refresh the properties.
Based on the BW map "Enter the Dragon" and modified to be more SC2 friendly. I never played BW however this was my friends favorite map then and apparently when the map was loading all you could read was "Enter the Drag" =]
v.1.3 published by LargeFarva (thats me=) on NA.
Playable size: 164x148.
Rush distance from main ramp to opposing ramp is 1:00 in game clock.
FFE capable.
Number of starting positions is 2 with 14 mineral lines. 2 of those are gold with only 5 patches and 1 Vespian found in the center.
I am looking for any feedback on balance and playability. Thanks for checking it out!
0
Second map I am working on here and the first one I guess I just got lucky, cuz its tight as a drum. And yes, I it was a copy paste issue hobbidude. The link you found zenx gave me some tips on how to start a map that I had not considered before. So basically I started over with the outside and worked in after re-adjusting my map bounds and viola, problem solved =] Thanks for finding that link
...funny though, I would have thought anything with the word symmetry would have pulled it up >.<
0
@zenx1: Go
Nothing was posted that answers my question. They did have an interesting article on VARS (vertical axis reflection symmetry) but that was all a search for symmetry pulled up...
0
Here is a question. When making melee maps, I have found that you can only build terrain 2 units of measure at a time. Same goes for copy and pasting terrain, there is no option to nudge it one unit over...that I have found. So, with that in mind, what measurements of map bounds allow for perfect symmetry?
The issue that I am having, is I am using a 176x176, (this is the same measure as Tal'dirim Alter) And yet I cannot get the center to be in the exact middle. This means my ramps on one side are 13 units away from the nearest wall, and the ramps on the other are 12... This causes an alignment issue that is driving me mad >.< Pic included for clarity:
As you can see, one ramp is off by just a bit in the upper right, however, the bottom left is waaay off...How the....grrrr =[
0
deleted to move to its own thread, sorry =]
0
It is on the NA server...is there a way for me to publish it elsewhere?
I am new to the galaxy editor if you haven't gotten that already lol =]
0
So, I have had a small handful of people play this map from silver to plat that complain it is too chokey and there is not enough open area. Mostly zerg and terran have said this. And then I have had 4 players diamond to masters say that there is plenty of room and no issues with the chokes since there are plenty of run arounds.
A little background to my motivation: I went to school to become a conceptual designer and well, with the economy the way it is I have not had a job working with video games in over 3 years now. So I am hoping to make a ton of great maps to add them to my portfolio and honestly...I need more testers! Just like many others, I would like to have my maps become tournament maps, or even be considered for ladder one day. This would look great on my resume don't you think? =] Please give this map a go and send me your comments and replays!
0
Bridge issue solved, cliff issue solved, map has been revamped slightly. The upper right and lower left hand bases have been raised onto platforms. Textures have been updated, new pics as well as analyzers posted in the OP. I am feeling pretty good about where it is at, now I just need testers!
0
Thank you Atik, I was also told that I can "fake" the bridges like they did on Bel'shir beach winter. While I would like to use a real bridge to really get the effect of standing on one, this may be a better option. However, I am having issues trying to figure out how to incorporate different cliff sides. For example I am using the Haven tile set and I would like to see the Bel'shir manmade cliffs along side the Haven organic cliffs. I have been searching everywhere for a solution to the issue and it does not seem to be working for me. Here is what I am doing:
1. Go to Map
2. Map textures
3. Modify
4. On the right hand side of the Data editor under the Field column I right click on cliffs and the select "Modify Value"
5. click the button "Add Value"
6. Select the cliff I want to add, then hit okay. Do the same for all other windows up to the Map properties window.
7. Under new texture set, select another texture set and then select "Haven" (since that is what I am using) to refresh the properties.
8. Hit "Ok" and then back to the editor...
This is not working...What am I doing wrong? =[
0
An issue I have been having with this map is creep spread and bridges. Is there a way to make that work?
0
Based on the BW map "Enter the Dragon" and modified to be more SC2 friendly. I never played BW however this was my friends favorite map then and apparently when the map was loading all you could read was "Enter the Drag" =]
Overview: http://i68.photobucket.com/albums/i7/sidistyk/EtD_Overview.jpg
3/4 view: http://i68.photobucket.com/albums/i7/sidistyk/EtD_3Qview.jpg
Main and natural: http://i68.photobucket.com/albums/i7/sidistyk/EtD_MainBase.jpg
Analyzer: http://i68.photobucket.com/albums/i7/sidistyk/EntertheDrag-shortestPaths-10-4-1.png
http://i68.photobucket.com/albums/i7/sidistyk/EntertheDrag-summary-1.png
v.1.3 published by LargeFarva (thats me=) on NA. Playable size: 164x148. Rush distance from main ramp to opposing ramp is 1:00 in game clock. FFE capable. Number of starting positions is 2 with 14 mineral lines. 2 of those are gold with only 5 patches and 1 Vespian found in the center.
I am looking for any feedback on balance and playability. Thanks for checking it out!
Detail shots: http://i68.photobucket.com/albums/i7/sidistyk/EtD_Detail.jpg
http://i68.photobucket.com/albums/i7/sidistyk/EtD_Detail2.jpg