Staredit Network

Staredit Network -> Melee Production & Showcase -> my map
Report, edit, etc...Posted by mozart on 2005-07-29 at 05:44:16
since my other topic was closed, i had to repost this.

i don't know if you remember my old map, tightope, but i have been working on it even since its release. after alot of playtesting and editing, i have come out with a version that i feel is very acceptable.

user posted image

i am planning on submitting this for blizzcon map contest, do you think that it will have any chance to win?
Report, edit, etc...Posted by starparty on 2005-07-29 at 07:52:12
wzup with those burned hole doodads in the chokes? And overall, what makes this map special? Im not trying to flame you, but to win BlizzCon -I- think that the maps must play in a inovative way and perhaps not a simple expand-and-go-kill-your-opponent game. mellow.gif Read my latest article at broodwarmaps.net concerning a few featuress on popular maps. Perhaps it will give you ideas to come up with a map that plays in a innovative way.. happy.gif

http://www.broodwarmaps.net
Report, edit, etc...Posted by mozart on 2005-07-29 at 15:27:24
QUOTE(starparty @ Jul 29 2005, 05:52 AM)
wzup with those burned hole doodads in the chokes? And overall, what makes this map special? Im not trying to flame you, but to win BlizzCon -I- think that the maps must play in a inovative way and perhaps not a simple expand-and-go-kill-your-opponent game.  mellow.gif  Read my latest article at broodwarmaps.net concerning a few featuress on popular maps. Perhaps it will give you ideas to come up with a map that plays in a innovative way..  happy.gif

http://www.broodwarmaps.net
[right][snapback]273294[/snapback][/right]

I can understand your question, since much of the map making community, including the Korean professional map scene seems to be engulfed in an overwhelming desire to make maps that have some unique, often gimmicky feature, be it Ride of Valkyries giant ramps or Forte's incredibly small mains, and now mineral blocked choke with Neo Forte.

However, creating "solid" maps, maps that, for the most part, do not try to shatter molds and preconceptions are also very good, and can be very popular, and maps such as Luna, which has been getting more and more playtime, really highlight this.

No, I don't employ any gimmicks to make my map interesting, besides the use of terrain dealing with the problems faced by map makers in need of backwards ramps, there is no trick that makes this map special, because I feel that this map plays in a very unique style without the use of such things.

This map has wide chokes, and multiple fighting areas. Once you exit the natural expansion area, from just about any point on the map you can go in a multitude of directions, allowing for both big battles in which one player flanks the other, or small battles where the one player intercepts the other trying to orchestrate a flank.

I personally feel that while this map plays straightforwardly, it has a very unique playstyle that I haven't seen in the number of maps that I have played or looked at.

As for the burned hole doodads, I was faced with the problem of not having a backwards ramp, so I decided to make all the bases low ground rather than high ground, and preserved the ramp doodads unbuildability using the doodads. Units can still past through fine.
Report, edit, etc...Posted by Yenku on 2005-07-30 at 16:21:41
Nice map. I like how the middle can be used for flanking and controling expansions. I can imagine players trying to fight for expansions/control in the middle on this map.

I don't know if blizzard would accept it, its tough to say since so many other people will be entering. (I was going to but then I kept getting an error when submitting, so i gave up) Truthfully, I think they will take a deeper look at this map more that others. GL and I cant wait to be able to DL it.

I remember a certain someone who had a backwards ramp contest so they could get one put in thier map. But that was jungle tileset.
Report, edit, etc...Posted by phlemhacker99 on 2005-07-30 at 22:30:40
Good map. It looks like lurkers would have alot of fun but of course i would to to play it to find out. Better than mine. smile.gif
Report, edit, etc...Posted by DT_Battlekruser on 2005-07-31 at 03:54:16
Looks like one of those maps where you can either stay in your base and defend it really well with few minerals or risk your main to expand and get money for an attack.
Report, edit, etc...Posted by starparty on 2005-08-01 at 03:07:33
QUOTE(mozart @ Jul 29 2005, 08:27 PM)
I can understand your question, since much of the map making community, including the Korean professional map scene seems to be engulfed in an overwhelming desire to make maps that have some unique, often gimmicky feature, be it Ride of Valkyries giant ramps or Forte's incredibly small mains, and now mineral blocked choke with Neo Forte. 

However, creating "solid" maps, maps that, for the most part, do not try to shatter molds and preconceptions are also very good, and can be very popular, and maps such as Luna, which has been getting more and more playtime, really highlight this. 

No, I don't employ any gimmicks to make my map interesting, besides the use of terrain dealing with the problems faced by map makers in need of backwards ramps, there is no trick that makes this map special, because I feel that this map plays in a very unique style without the use of such things.

This map has wide chokes, and multiple fighting areas.  Once you exit the natural expansion area, from just about any point on the map you can go in a multitude of directions, allowing for both big battles in which one player flanks the other, or small battles where the one player intercepts the other trying to orchestrate a flank. 

I personally feel that while this map plays straightforwardly, it has a very unique playstyle that I haven't seen in the number of maps that I have played or looked at.

As for the burned hole doodads, I was faced with the problem of not having a backwards ramp, so I decided to make all the bases low ground rather than high ground, and preserved the ramp doodads unbuildability using the doodads.  Units can still past through fine.
[right][snapback]273392[/snapback][/right]


Good response!

As for the burned holes, isn't it enough with 1 burned hole in the choke? Isn't it hard to wall now with the unbuildable ground takung up as much space as it does?
Report, edit, etc...Posted by Panschk on 2005-08-01 at 12:54:41
The link does not work for me sad.gif Could you just upload the map to broodwarmaps.net? I can't see much on the small map.

I think making a well playable and beautiful basic map is really cool sometimes, and there is nothing wrong with it. But if the map has nothing unique, the question comes automatically: Why play this map, and not any else?
Report, edit, etc...Posted by mozart on 2005-08-01 at 18:24:15
QUOTE
As for the burned holes, isn't it enough with 1 burned hole in the choke? Isn't it hard to wall now with the unbuildable ground takung up as much space as it does?

At first, I put only 1 burned hole in it, but the problem was even if I did put that one there, no matter where I put it terrans could still wall with 1 barracks, which was something I did not want terrans doing.

Both the top and the bottom can wall with 1 rax and 1 depot.

QUOTE
I think making a well playable and beautiful basic map is really cool sometimes, and there is nothing wrong with it. But if the map has nothing unique, the question comes automatically: Why play this map, and not any else?

While I don't feel that the map itself has nothing unique in terms of terrain, I think its layout would make for some interesting games, and opens some opportunities for creative strategies without entirely remaking the formula, which I have always felt was the goal of making new maps.

For example, expansion location is configured that it becomes very hard to take some expansions, because after you take the corner expo and your natural, both side expos are relatively neutral, but the side expo that your corner expansion is near is a little bit harder to defend since your opponent has a quick route through the solar array bridges to it, and then if you wanted the other side expo, your opponent still has a route to it, albeit not as quick or wide, and it forces you to spread your army defending both side corridors and the middle. The middle mineral onlys are very very hard to take, given their position on the map (there is an easy back door flank, as well as a wide middle) which basically makes it hard (in theory at least, all the games on this map have been one-sided given the thinly spread, wide spectrum of friends I have) for players to take the map, which counteracts the openness of the map and the ease of flanking.

If you look at Lost Temple, generally the race that takes the map will have more easy expansions, because they have other mains, and with those mains they have the naturals, both of which have a single route to enter, and are relatively far away from the enemy.


Also, I was considering creating broken cliff for the cove near the naturals to prevent terrans from "cliffing" that, but I am reluctant to make this map even harder than it already is for Terrans.
Report, edit, etc...Posted by Yenku on 2005-08-01 at 19:16:43
There are many pro maps that dont have unique features. Just a basic map with expansions and a great middle. I think this is a good map it adds to the list of fun, average style maps. Which is fine, but if one player makes too many like this then i could see it becoming a bit annoying.
Report, edit, etc...Posted by Panschk on 2005-08-01 at 22:05:38
ok image works for me now. The map is really pretty good imo.
Report, edit, etc...Posted by Yenku on 2005-08-06 at 12:40:28
I agree this is a great map. Much betetr than your newer twilight one imo.
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