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View Full Version : (4)MC-The Circuit (a bit more serious now)


crimsongeneses
09-12-2007, 1:37 AM
This map is a bit more useful than the last map I posted (Gridlock) since it doesn't require teams. I tend to play 2v2s on it but whateva. It's early game seems to be well balanced but, as with most maps that aren't perfectly symmetrical, it's bound to have flaws. I haven't noticed any imbalances significant enough to alter my gameplay yet, though. Enjoy :D

Ahzz
09-12-2007, 1:41 AM
in a way interesting. still, id rather be in a corner than middle

crimsongeneses
09-12-2007, 1:42 AM
Yeah, the middle bases are a bit more exposed to long range attacks and air it would seem.

ExcaliburMM
09-12-2007, 3:05 PM
Terran wins.
Too narrow.
No flanking.

Suggestions:
The concept of a map that you have going here, all narrow corridors and lines, cannot be effectively balanced. Work something out with the mains being in equal places with large open battle fields set up.

Ahzz
09-12-2007, 3:53 PM
you've obviously looked at blizzard made maps and tried to do maps like them. well its not a good idea.

crimsongeneses
09-12-2007, 4:04 PM
you've obviously looked at blizzard made maps and tried to do maps like them. well its not a good idea.

Well, I typically prefer playing on maps with a more natural feeling which is why it ends up looking like a Blizz map. It takes a lot of time, effort, and planning to make a natural style map that's balanced well and I'm still relatively new to the whole process. Thanks for the input, though, I'll be keeping all this in mind when designing future maps. More input is always welcome :D

Protogod
09-12-2007, 4:45 PM
Blizzard maps are bad. bad. BAD!

If your map looks like a blizzard map, you need to balance it still. This map is really narrow and imbalanced right now. There is no way to win a PvT without difficult tactics like DT sneak or carriers, which are easily predicted because of the terrain.

Furthermore, just to clarify, HOW can a space tileset map look natural? Space tileset is MADE for perfect symmetry. I just dont understand how that could translate into a "natural feel."

The map is so linear that a terran can just push from start to finish.

crimsongeneses
09-12-2007, 4:50 PM
HOW can a space tileset map look natural?

I was thinking that as I was writing that whole "natural" spiel, hoping nobody would comment ;) By natural I guess I mean less automatically-generated-looking. Like a lot of maps that I see nowadays, somebody just clicked *mirror* and *save*. Not that this map has no symmetry but it's not just reflected. Know what I mean? Gah, look what you did, I don't even know if I'm making sense to myself any more XD

TitanWing
09-12-2007, 6:08 PM
There's lot of ways to make space platform look "natural" without sacrificing impressive deco.

It's just...space, plating, platform---space, plating, platform---space, plating, platform. Get's monotonous you know?

Making placing and "dark platform" in a way that resembles how you'd put grass or mud on jungle may seem like it doesn't fit, but it really does look nice. An example would be(2)Disunity (http://http://www.starcraft.org/maps/scums/Melee/%282%29Disunity%28o%29), a map of mine. The way I setup the plating is "sloppy", but it keeps the geometric feel at the same time. Catch what I mean?

crimsongeneses
09-12-2007, 7:31 PM
Tried clicking the link but it's broken. But yeah, I get what you mean, I'll have to give that a try. I like the geometric style looks so I'll see if I can do it right. Thanks bro.

TitanWing
09-12-2007, 7:50 PM
http://www.starcraft.org/maps/scums/Melee/%282%29Disunity%28o%29

This link works.