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Superiorwolf
03-23-2007, 9:45 PM
Not sure if this one's good or not but I hope it is :D Was trying to take Ahzz' comment that it should be easier to get of your base during an enemy tank push or something but I guess it's kinda like rov T.T

o is observer

SilverCrusader
03-23-2007, 10:08 PM
nice idea :)!!

MaxedOutBC
03-23-2007, 10:18 PM
The bottom part looks sort of weird, but that of course is obviously since ramps weren't made to flipped like that. Map looks nice although rather plain for my tastes. Maybe it's just the terrain.

Oh, and how many minerals exist in those patches blocking the ramps?

Superiorwolf
03-23-2007, 10:24 PM
16 mins

Harbinger
03-23-2007, 10:54 PM
Looks a bit cramped on the inner edges in front of the mains. Other than that it's fine.

Ahzz
03-24-2007, 3:58 AM
...again with the 3 mineral chunk fetish.

Yeah ok, I know how to fix that. Add two more mineral chunks to it, but they hafta have only 500-700 minerals. I mean, each of them. So there would be about ~1000 alltogether. Then, it would actually be of some use to expand there later on for terran protoss too. Actually, scratch that. make it 4 chunks and 1 500 mineral chunk. then it'd not be useless or anything.

Also, there may be quite a few expansions, but they have all 6-7 chunks so its not that bad. It's good, actually.

Also, you actually might have done it with a fluke, but you see those double expoes in the middle? well, I would imagine they're easy as * to get a hold of and easy to keep, but the ramp where there's a mineral block in the ramp actually makes it rather hard to keep, since its so close to the main.

GOOD JOB! VERY NICE WORK!

also, the minerals on the ramp to the double expo shit in the middle, they should only be 8-32. IMO 8 isn't enough. and 32 might be a bit too much.
Makes you think that 16 might be a little too little too, but 24 might be a bit too much. However, bear in mind that if terran/zerg/protoss can really camp up there and make good defense and NOT mine that mineral, rather, have static defense or something up there, its hard to take if its 24. Ofcourse people would start mining somehow beforehand, take one chunk first and maybe later on second,

so yeah, 16 or something ok

OVERALL:

Post the map after adding fourth min chunk and also fifth that has ~500 minerals, and decrease or raise the mineral chunks that are on the ramps, depending on what the situation is. Find out about that situation by reading the text up there, which you prolly did already.

Post the map. The only flaw I might see with this is that its quite open map, I dunno yet how TvP terran would fare or ZvP protoss and all. I gotta try it out to find out. If that happens we might hafta do some fixes. though they wouldn't be anything grand, the map is not too wide after all.

This is a so-so situation, but I would move the ramp to natural just a a tad closer. Also, the minerals in 3 chunk min exp (gonna be turned to 5), move them a tad closer too but keep the angle, and remember not to let there be gaps where the minerals were before.

Now after these changes it only needs some testing. If they prove to be good, this is gonna be posted to wgt or something

GOOD JOB! I'll try it out and you should try posting it to WGT and other places like that.

Death505
03-24-2007, 7:48 AM
Wow i really like this map alot i cant find anything wrong with it. I want this map now to team melee!

Protogod
03-24-2007, 10:36 AM
Wooooooooooooooooooooow. Very Very impressiv, dude. Hell, I'm still trying to get a hold of inverted ramps.

Ahzz
03-24-2007, 11:52 AM
yes suppy got some talent for mapmaking. I can make maps too that look nice, but they often turn out simple. suppys maps are often original.

SilverCrusader
03-24-2007, 12:42 PM
woah inverted ramps? Coolio!
The map gets better and better.

DarkMirror
03-24-2007, 2:09 PM
How do tyou make an inverted ramp?

Ktan
03-24-2007, 2:18 PM
I'd hazard a guess at StarForge. (And likely SCMDraft as well)

Superiorwolf
03-24-2007, 3:18 PM
SCMDraft :) Never learned how to use StarForge

TitanWing
03-24-2007, 3:30 PM
Best way is to copy from other maps, though I often tweak them to look better.

I wish space inverts didn't look so horrible. Ashworld and Jungle are the best-looking.

Great map, Suppy. Not any outstanding balance issues and a fairly unique design (little like RoV, but meh).

Superiorwolf
03-27-2007, 11:40 PM
So anyone, is there anything to work on for my next map? I really need to know what is needed - I have a new map design but need for some new suggestions. Ahzz, the site you made me submit it to gave me these comments that the natural was too hard to defend the ramp but I thought it was fine. What do you think?

MidnightGladius
03-28-2007, 12:27 AM
I think it's not that bad, but not as secure, as, say, LT. Luna's nat placement is a bit harder to defend the ramp, in my opinion.

Overall, I think the map is great. I can imagine many a fun game developing in those cirumstances.

Ahzz
03-28-2007, 12:40 AM
the ramp isn't as easy to defend as in maps like gaia or lost temple. Thats because the ramp is much further away from the minerals. kind of like rpoint. But also, tha natural area is quite wide, not as narrow as in luna or rpoint, and therefore hard to defend. its hard to do fast expo with toss on that map, and its slightly risky with zerg. especially since you need so many sunks so that he cant just run to your natural. (I'm supposing you did sunks to the mineral only expansion since its closer to ramp)

for a new map, I suggest a three player map that is completely symmetrical and equal no matter where you start. Only slight differences allowed! :D look at longinus, rush hour 3, taucross for more details. Rush hour, however, is slightly imbalanced. Longinus is 100% in balance, its no matter where you start.

and it also looks like your map wasn't good enuf suppy, didn't get news about it @ gg.net

Superiorwolf
03-28-2007, 4:40 PM
It got zero votes in the map competition T.T, and same with all the space maps - some guy named NastyMarine won with 'Aqua Ridge' which I thought was totally ripped off of Azalea but just more detail.

So thanks, I'm trying a 3 player map atm :)

Superiorwolf
03-31-2007, 11:49 PM
Version 1.2 is out! What I did -

Version 1.2
-Doodads added
-Natural moved closer to ramp
-Mineral only expansions combined into 1
-Ramp size increased at 12 o clock and 6 o clock

Siege_Commander
04-01-2007, 1:32 PM
we should start playing on these maps. im getting bored on luna/gaia.

Ahzz
04-01-2007, 2:05 PM
mmm... the current version seems alot more balanced and better to the eyes.