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    posted a message on [M] 1v1 Split Hope

    Lunar remnants? haha nah, the one I was thinking of was actually using a grassy tileset, and frankly I dont know whos map it is that I was referencing! I google searched a lot into custom maps before i started, and i've been jumping around all over the net so I wont be able to say 'oh yeah, its X map that i saw at Y site!' lol. I just open a bunch of tabs and scroll through threads! Well, I did anyway, until I decided to settle here and start working.

    I am looking at http://www.sc2mapster.com/media/attachments/26/146/Lunar_Remnants.png as I type this and it fits the bill lol. the two cliffs in the main area with doodads on it make me cringe a little bit. but, forexample, that island u have top / right with the crane looks great. and I love how there is the conveyor belt moving towards it from the main land. it looks functional, it has a 'story' to tell behind it. The other ones I dont understand so much. (example: Why are their cars on a platform that doesn't even have enough room for them to turn around, lol).

    Argh I'm really hating having these discussions right now, because i feel like it can boil over at any moment. I am just going to say again that there is no right or wrong with these aesthetics, it's whatever appeals to you.

    Posted in: Melee Development
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    posted a message on [M] 1v1 Split Hope

    The low ground area looks really barren, but i am thinking off keeping it that way. I like the 'cold' feel of the low ground area. Just makes the rest of the planet feel barren. But I do agree that despite aiming for this look, it still looks way too plain. I added the towers because I imagined that they would want to ensure nothing gets too close to the base without them spotting it.. (I imagined the land around the plateau to be completely barren of anything, so the towers would be able to see way out in to every direction). I am considering adding walls and barriers and things like that around the towers, facing outwards. so that the towers look like they are actually prepared to take on whatever may be approaching them from low ground.

    Quote:

    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.

    I am just doing a comparison in my head between custom maps and the melee maps used on the ladder. I am in an interactive entertainment course at uni, I play starcraft, and so i jumped right in to mapping. I don't a lot of exposure to custom maps, so i wont be able to provide you with links. The ladder maps are very clean and uncluttered, and some user maps seem to have detail here and there just because a cool doodad exists and they want to use it. (They'll have inaccessible cliffs just for the sake of putting down Colonist huts and fancy Wind Turbines). Now ok, aesthetically, this is fine. They 'work' with the map. but it doesn't add anything to it. thats what I mean by 'having it there for the sake of having it there'. Now the difference may also be that they didn't take the time to organize their doodads nicely, and it just looks messy. or maybe teats the style they are going for. I dont know. Regardless, this stuff is aesthetics so to each their own. I've spent hours organizing my doodads, so its not lazyness. I literally just prefer to have the maps this way. Personally, it appeals to me more. =]

    Posted in: Melee Development
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    posted a message on [M] 1v1 Split Hope

    It puts me off to have too many because most maps I see really do have doodads for the sake of having doodads. I've prettied up the center a bit more. also added scorch marks and things like that all around the map. I have added an extra path like in Scorp's mock up, bringing the rush distance to 160, which is more in line with everyone else. First post has been updated with some new pics and the new overview/analyzer data :)

    Posted in: Melee Development
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    posted a message on [M] 1v1 Split Hope

    @ScorpSCII: Go

    yeah thats what I thought you ment. Just sort of makes the rocks a little bit pointless, I will think it through before i do anything, but I definitely agree that 260 is too long.

    Posted in: Melee Development
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    posted a message on [Tutorial] Using manmade cliffs together with natural

    great, thanks mate!

    Posted in: Tutorials
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    posted a message on [M] 1v1 Split Hope

    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

    Posted in: Melee Development
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    posted a message on [Tutorial] Using manmade cliffs together with natural

    Just a quick tutorial on how to use manmade cliffs together with natural cliffs. Result is this:

    Video:

    Posted in: Tutorials
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    posted a message on [M] 1v1 Split Hope

    thanks mate. I'm considering cutting a path from infront of the main across the lava towards the center for both sides. 260 rush distance is pretty large.

    Which attachment? Also, I have 4 LOS blockers in their, a bit hard to see in the screenshot! The 2 horizontal strips in the center of the map are LOS blockers, and each main has a section with LOS blockers. here you go: :)

    Posted in: Melee Development
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    posted a message on [M] 1v1 Split Hope

    First post here. Here we go.

    Split Hope

    Overview

    Description

    Destined to be a prosperous mining outpost, the initial mining operations on the outpost were careless and vigorous, causing excessive stress on the surface. It now lies abandoned as the unstable ground underneath expands, splitting the land and exposing the molten layer underneath planets crust.

    Map Information

    • Players: 2
    • Bases: 10
    • Map Size: Large (160 x 168)
    • Published: SEA
      • (Hit me up with a PM if you want to host it elsewhere, I cant).

    Images

    Posted in: Melee Development
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