Destructable rocks block a back entrance into your natural. Destructable rocks block a back entrance into the possible third. Two watch towers placed near the center of the map.
This is my first time using "custom" textures and messing with the tilesets. So please say if something seems off, I did something wrong or forgot something! I'm looking into getting it posted on NA soon. Any and all feedback is welcome!
I've sat down and changed quite a lot in this map, based on the general feedback recieved. The original post has been updated to reflect the recent changes, so for updated screenshots please refir to that!
Notable changes included:
- easier to take and defend 3rd
- a new 4th has been added
- close ground spawns no longer possible (so its now top vs bottom!)
- gold expansion removed
- the watch tower in the middle has been removed
The spawns would be the two centre bases on the top + bottom. The cliffs in front of the main bases aren't cliffwalkable. But yeah there is a rather imbalanced issue someone pointed out where turtling players are basically being rewarded with 3 bases each lol. I thought by spreading them out drop harass / air harass would balance it out a bit... but its deffo an issue I need to figure out.
Adding an expansion there might help a bit =o someone who helped testing it suggested I reduce the amount of mineral patches in the naturals (the back door/safe ones) and then add an outer expansion to encourage people to not turtle as much. I hadn't thought of adding one there though =o
Well I don't know anything about triggers or banks lolol. The only thing I could see was the "popularity" meter when you search for it, but that seems to reset every day or something so it doesn't really help =c
Maybe that up-and coming thing in the search options will add something.
Hi, I tried searching but I've not found anything on how exactly one places "man-made" cliffs ontop of "organic" ones. If this is in the wrong section or already has a post some admin can sort it =o
In this picture you see the man-made cliff resting nicely ontop of an organic one:
And my problem is I cannot seem to get rid of the gap which gets created:
I tried using the same level cliff operation on both levels but that still just keeps creating that gap. Its such a common used thing, I just cant see what I'm doing wrong lol :<
The overall look of the map is pretty kickass ;o. You seem to have gotten the whole urban look down pretty well (imo anyway lol)
I think the third looks really nice to take, kind of like metalopolis' third except better positioning (yay for zergs! :D). The double ramp thing in the main looks pretty cool, but I guess it might come some unfair advantage for the high ground people. Although with the straight main to main route I think it balances out nicely giving some extra early defense.
Is there a particular reason behind the position / rotations of the minerals in the main? They almost seem like they should be rotated a bit more to fit nicely into the corners
Oh yeah I used to hate that! They even sometimes dropped thors on there =O
Anyway I've published the map on my account, its on the EU server and can be found by searching for "Arakan Foothills". Does it mean its limited to EU people?
I've recently published a custom melee map on my account - eu if it matters. Is there any way to monitor how many times my published file is played / downloaded?
Ah yeah I see they are smaller now thanks! As for your comment, there are currently no decorations on the map. I thought it best to leave them until I don't need to change the terrain that much.
Yeah it is a 2v2 map. I dont know how to get it to show spawns when I generated that image =O. As for those raised platforms, are you refirring to the one with the three ramps on? Or the side ones? I suppose the main purpose of them is to create some choke points lol. Do you reckon they should be removed / resized?
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Map Name: immi Nightfall
Download: Search for "immi Nightfall" in game (EU only atm! Will sort NA later!)
Map size: 156x128
Game types: 1v1
Number of player spawns: 2
Number of bases: 10
Destructable rocks block the shortest route to the 3rd.
Xel'Naga towers provide vision of middle crossing.
None of the high grounds are drop able.
YouTube Video:
Current images are from version 1.6.
Top down picture:
Change log:
07 / 09 / 2011
- published version 1.6 to Bnet (EU)
Preview images:
Map analyser pictures:
Building placement pictures:
http://imgur.com/DMsSi
http://imgur.com/fECD2
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Map Name: DoGG Niflheim Peaks
Download: Search "DoGG Niflheim Peaks" (EU)
Map size: 164x140 (playable)
Game types: 1v1
Number of player spawns: 2
Number of bases: 10
Main locations:
Destructable rocks block a back entrance into your natural. Destructable rocks block a back entrance into the possible third. Two watch towers placed near the center of the map.
Current images are from version 1.1
Top down picture:
Change log:
26 / 09 / 2011
Preview:
http://i.imgur.com/flf52.jpg
http://i.imgur.com/3Sunb.jpg
http://i.imgur.com/BezdV.jpg
Map analyser pictures:
Summary:
http://i.imgur.com/fuddF.png
Shortest pathways:
Main to main: http://i.imgur.com/E476V.png
Nat to nat: http://i.imgur.com/cTE2I.png
Building placement pictures:
Protoss FFE: http://i.imgur.com/tiORM.jpg
Terran wall off: http://i.imgur.com/AW6m0.jpg
Zerg creep: http://i.imgur.com/FHiXP.jpg
This is my first time using "custom" textures and messing with the tilesets. So please say if something seems off, I did something wrong or forgot something! I'm looking into getting it posted on NA soon. Any and all feedback is welcome!
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Map Name: DoGG Delta Station
Download: Search "DoGG Delta Station" (EU)
Map size: 140x140 (playable)
Game types: 1v1
Number of player spawns: 4
Number of bases: 12
Main locations:
The raised middle is similar to the one Crevasse uses. No gold expansions. One central watch tower.
Current images are from version 1.0
Top down picture: http://i.imgur.com/awsJK.jpg
Change log:
20 / 09 / 2011
Preview:
http://i.imgur.com/CwERO.jpg
http://i.imgur.com/neLAT.jpg
http://i.imgur.com/eapoE.jpg
http://i.imgur.com/RcIxK.jpg
http://i.imgur.com/1k65n.jpg
Map analyser pictures:
Summary:
http://i.imgur.com/0M1v5.png
Shortest pathways:
Main to main: http://i.imgur.com/RBmjZ.png /o/ http://i.imgur.com/E1h77.png /o/ http://i.imgur.com/gHLZd.png
Nat to nat: http://i.imgur.com/CJ9Aw.png /o/ http://i.imgur.com/nXrRn.png /o/ http://i.imgur.com/EfLki.png
Building placement pictures:
Protoss FFE: http://i.imgur.com/Ed4gJ.jpg
Terran wall off: http://i.imgur.com/cQ6Vd.jpg
Zerg creep: http://i.imgur.com/EWlio.jpg
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I've sat down and changed quite a lot in this map, based on the general feedback recieved. The original post has been updated to reflect the recent changes, so for updated screenshots please refir to that!
Notable changes included:
- easier to take and defend 3rd
- a new 4th has been added
- close ground spawns no longer possible (so its now top vs bottom!)
- gold expansion removed
- the watch tower in the middle has been removed
@yukaboy: Go
haha that sounds pretty cool, but its hard to think of something unique!
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@Mozared: Go
Not sure whether thats good or bad lolol
@yukaboy: Go
The minerals would look nicer with a different terrain you're right, thanks! Will look into making it a bit more unique, not too sure how though =o
The ramps in the mains are now diagonally. I updated the post with the latest images and newest version has been posted on Bnet.
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Map Name: DoGG Shakuras Proving Grounds
Download: Search for "DoGG Shakuras Proving Grounds" in game (EU)
Map size: 180x164 (playable)
Game types: 1v1
Number of player spawns: 4
Number of bases: 16
Main locations:
Top versus bottom spawns. Destructable rocks block the northern and southern bases. Destructable rocks placed in the middle.
Current images are from version 1.0
Top down picture:
Change log:
06 / 09 / 2011
19 / 09 / 2011
Preview:
http://i.imgur.com/lmIUo.jpg
http://i.imgur.com/ZgNnV.jpg
http://i.imgur.com/RfDv7.jpg
http://i.imgur.com/C4LeI.jpg
Map analyser pictures:
Summary:
http://i.imgur.com/66YXS.png
Shortest pathways:
http://i.imgur.com/wmknx.png /o/ http://i.imgur.com/NGnlo.png
http://i.imgur.com/dYmOO.png /o/ http://i.imgur.com/ZM8Ds.png
Building placement pictures:
http://i.imgur.com/k83LN.jpg /o/ http://i.imgur.com/CbCCp.jpg /o/ http://i.imgur.com/U66J5.jpg
0
@Mozared: Go
The spawns would be the two centre bases on the top + bottom. The cliffs in front of the main bases aren't cliffwalkable. But yeah there is a rather imbalanced issue someone pointed out where turtling players are basically being rewarded with 3 bases each lol. I thought by spreading them out drop harass / air harass would balance it out a bit... but its deffo an issue I need to figure out.
@Keyeszx: Go
Adding an expansion there might help a bit =o someone who helped testing it suggested I reduce the amount of mineral patches in the naturals (the back door/safe ones) and then add an outer expansion to encourage people to not turtle as much. I hadn't thought of adding one there though =o
0
Well I don't know anything about triggers or banks lolol. The only thing I could see was the "popularity" meter when you search for it, but that seems to reset every day or something so it doesn't really help =c
Maybe that up-and coming thing in the search options will add something.
0
Thanks! :D:D Wow its so simple I feel a bit silly posting haha. But now I know so thanks again!
0
Hi, I tried searching but I've not found anything on how exactly one places "man-made" cliffs ontop of "organic" ones. If this is in the wrong section or already has a post some admin can sort it =o
In this picture you see the man-made cliff resting nicely ontop of an organic one:
And my problem is I cannot seem to get rid of the gap which gets created:
I tried using the same level cliff operation on both levels but that still just keeps creating that gap. Its such a common used thing, I just cant see what I'm doing wrong lol :<
0
The overall look of the map is pretty kickass ;o. You seem to have gotten the whole urban look down pretty well (imo anyway lol)
I think the third looks really nice to take, kind of like metalopolis' third except better positioning (yay for zergs! :D). The double ramp thing in the main looks pretty cool, but I guess it might come some unfair advantage for the high ground people. Although with the straight main to main route I think it balances out nicely giving some extra early defense.
Is there a particular reason behind the position / rotations of the minerals in the main? They almost seem like they should be rotated a bit more to fit nicely into the corners
0
@nevjmac: Go
Oh yeah I used to hate that! They even sometimes dropped thors on there =O
Anyway I've published the map on my account, its on the EU server and can be found by searching for "Arakan Foothills". Does it mean its limited to EU people?
0
Hi,
I've recently published a custom melee map on my account - eu if it matters. Is there any way to monitor how many times my published file is played / downloaded?
0
@nevjmac: Go
Seeing as you were one of the people to pick up on them being a bit pointless, what are your thoughts on what I've made of them?
Thanks for the comments so far! I've updated the original post with the newest version and its changes.
0
@Mozared: Go
Ah yeah I see they are smaller now thanks! As for your comment, there are currently no decorations on the map. I thought it best to leave them until I don't need to change the terrain that much.
@nevjmac: Go
Yeah it is a 2v2 map. I dont know how to get it to show spawns when I generated that image =O. As for those raised platforms, are you refirring to the one with the three ramps on? Or the side ones? I suppose the main purpose of them is to create some choke points lol. Do you reckon they should be removed / resized?