View Full Version : (2)Kylma
neobowman
12-01-2007, 5:54 PM
http://www.panschk.de/mappage/(2)Kylma(n).JPG
At first glance it may overwhelm you. 192x96 There are no extra points for map size itself but I felt that if the theme was supposed to be big the map should be big so it would be able to fit it. Here it is. I made it to give an epic sort of feeling with large battles and whatnot. The mineral block for the backdoor contains 50 minerals for each piece. Chose space because I thought it would feel the biggest. After all it is space. Decorating comes later.
too close starting positons, especially when everything connects from the middle
t>z
p>z
t>p
additionally, there isn't really any 'second expo'. Making playing hard with z against P
etcetc
neobowman
12-01-2007, 8:32 PM
Really? Its 128 apart. Doesn't it just seem big? Btw Paranoid Android's starting positions were also close. Or does it balance taht in another way?
TitanWing
12-01-2007, 8:50 PM
PA balances it by making the passage between the bases small and the naturals very easy to defend (not counting the small raiding backdoor).
neobowman
12-01-2007, 11:59 PM
Any way to fix it without drastic changes?
TitanWing
12-02-2007, 2:11 AM
Make a divider between those two big ramps at the top.
Or better yet, make a small hole in them blocked by minerals or buildings.
no but seriously, Half of the map becomes useless in the process of the two players starting next to each other. not only are those faraway expoes too far away and separate from each other, they're not very convenient if you know what I mean. Something drastic gotta happen for this map to work. if the two players started from other sides of the map, it'd be fine but...
neobowman
12-02-2007, 12:02 PM
I'll try to fix it as much as possible or should I start from scratch?
Protogod
12-02-2007, 12:11 PM
I'll try to fix it as much as possible or should I start from scratch?
An idea I think would be pretty simple to try would be to change your mirror settings from X to XY. Then just trace the left half of the map and it'll be flipped, which might look cool with some tweaking. Just a thought.
neobowman
12-03-2007, 6:42 PM
Might work but it will mess up all of my ramps and such so I've decided to make a whole new map with the same name. I'll be busy for a while so don't expect it for a few days.
TitanWing
12-04-2007, 12:49 AM
Ya got a month, take your time...just not more time than you have. ;)
neobowman
12-08-2007, 9:56 PM
Phew. Done the new map. I think the bottem might still be a bit unused so I'm thinking of taking out the custom bridge and widening the gap to make room for an expo there. I'm also thinking of making the exits of the bottem high ground larger.
neobowman
12-09-2007, 5:02 PM
Any imbalances?
Protogod
12-09-2007, 6:13 PM
aestheticlaly it's nice, but having x2 entrances makes early rushes near unstoppable, and makes it impossible to FE, since your opponent can circumvent the whole thing.
This is especially bad for Z, but a pain to all races.
neobowman
12-09-2007, 7:27 PM
In case you haven't noticed, there's a mineral block on the min only expo. Maybe I should get a bigger picture.
neobowman
12-10-2007, 3:31 PM
The mineral blocks are 50 each btw. Enough to make any attack there risky due to all the workers used for removing the block instead of mining but it's small enough so it won't be hard for the defending player to remove it without a major setback. I know mods don't like double posting but nobody seems to be commenting on the map. I need the attention srry.
friedleaves
12-10-2007, 7:51 PM
I like it. I guess you could make the ramps leading to the expos outside the bridges inverted so it's easier to attack tanks there.
neobowman
12-11-2007, 9:37 PM
Eh? Which ramps?
SilverCrusader
12-11-2007, 10:26 PM
Don't forget the critters!:_penguin::tup:
akar, are you sure you're fit to be the judge? Get some common sense. Critters on space? I think not. Any critters would work on pretty much any setting (except for ash), but not a single one for space. You can't take points away for that. Just like you cant take points for terrain not being symmetric
TitanWing
12-12-2007, 10:27 AM
Yes, this is just getting rediculous.
SilverCrusader
12-12-2007, 3:27 PM
Oh woops, my bad... :twak:
neobowman
12-12-2007, 3:50 PM
..... Any suggestions on something other than critters?
friedleaves
12-12-2007, 6:05 PM
Eh? Which ramps?
These ramps:
http://img144.imageshack.us/img144/7504/kylmastuffqv0.jpg
neobowman
12-12-2007, 7:54 PM
Okies changed it and I widened it a bit.
SilverCrusader
12-13-2007, 5:08 PM
I'm so sorry. You don't have to have critters if you don't want to. That was me just being a complete moron.
Regardless. I don't see much terrain, nor any doodads. Do you have yet to add these?
Aside from aesthetics...
What might those addons be for?
neobowman
12-13-2007, 6:35 PM
Nope I haven't started decorating yet.
The addons are just in case a terran wants to either proxy a fac or wants to immediatly get a machine shop and doesn't want to build it. Methinks it will work, no?
firedraco
12-13-2007, 6:50 PM
Uh, probably not, since that gives T an advantage with not having to spend the gas/time to build the machine shop...
SilverCrusader
12-13-2007, 7:07 PM
Well, it might lead to unbalance, unless you can give equivelent advantages to both the Protoss and Zerg, which would be very hard.
For balance sake, I suggest to take them out. Creative idea though.
neobowman
12-13-2007, 11:09 PM
K, removed the machine shops. (I'm planning to add addons to my next map) I decorated the map (It's likely I'll decorate some more later) enlarged mains slightly.
friedleaves
12-15-2007, 2:13 PM
I'd say it's pretty good. I like the min blocks on the long bridges, especially.
hmm. Spice up the terrain a bit. At the moment, as you can see, there are just huge chunks of plating. I know I know, its a space terrain and it kind of makes sense, but you could atleast throw other terrain along. Looks better, and unless you overdo it, more realistic too.
Otherwise, nice job.
neobowman
12-17-2007, 3:41 PM
The map is updated. Changed around some of the terrain but I'm still using plating in some parts.
its actually pretty good now. Only needs testing to polish whatever balance issues there are
SilverCrusader
12-18-2007, 8:39 AM
Mix some of the plating decoration up is what I say. And then you're almost guaranteed to get above a 35 (by me anyway).
Mix some of the plating decoration up is what I say. And then you're almost guaranteed to get above a 35 (by me anyway).
again you're hardly making sense. Space terrain is pretty much supposed to be symmetrical. the real points come from how the sides are decorated.
That's my opinion anyway. Of course there can be certain areas which are not symmetrical, but yeah.
SilverCrusader
12-18-2007, 3:28 PM
I didn't say most now did I? I said some.
a few places here and there will do the trick.
neobowman
12-18-2007, 3:43 PM
Only above 35? I wanna get above 40.:P
SilverCrusader
12-18-2007, 5:38 PM
Thats impossible, just like 2 answers on my Geometry test.
neobowman
12-18-2007, 8:22 PM
I guess sarcasm really doesn't show on the internet. Wait, were you being sarcastic too?
TitanWing
12-19-2007, 8:44 PM
I guess sarcasm really doesn't show on the internet. Wait, were you being sarcastic too?
[sarcasm]
Tags are your friends. ;)
neobowman
12-21-2007, 5:51 PM
Updated the middle expo and nats so units can get past without getting stuck (probably) If not then, it won't take as long for them to get around. I also added a little secret thing that will give toss a huge advantage in maps settings. Maybe not huge but certainly noteworthy. I could take it out if too many people find out about it.
neobowman
12-23-2007, 1:19 PM
Final Update:
Fixed an expo where terran couldn't make comsat on one side and could on the other.
Further enlarged mains.
I'm about ready to submit it now, so if you have any last minute suggestions post them before Christmas please.
Twitch6000
12-26-2007, 3:53 PM
the left side has more expos then the left :/.Also I see small sections so terran could take that to advantage.
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