Staredit Network

Staredit Network -> Melee Production & Showcase -> (2)Twilight Twister
Report, edit, etc...Posted by NerdyTerdy on 2005-11-28 at 18:18:51
I felt really bored last night, so I decided I'd take another shot at this. Throw your criticism at me, I realize now that it's meant for the best smile.gif. I'm not sure what's wrong with it, but I'm sure there's something, although I think it is an improvement over my other maps.

[attachmentid=15664]

I plan to make it more decorated, but for now I just want your opinions of things like balance issues. Valug, Yenku, decafchicken, or starparty preferable (no offense to anyone else).
Report, edit, etc...Posted by pekkel_the_duck on 2005-11-28 at 19:39:21
-The natural is a bit too open. It would be impossible for Zerg to fast expo since units can run right past the sunkens and up the ramp. Perhaps move the natural closer to the ramp and make it less open.
-The only other gas expansion is on the island. The other gas nodes are very far any mineral expansions and very vulnerable, so whoever controls that island pretty much gets all the gas he wants.
Report, edit, etc...Posted by NerdyTerdy on 2005-11-28 at 20:06:54
Ah, yes. Well I sorta clustered 2 mineral onlys and a gas only together in an area, that could be defended as one. I guess I could just combine that gas into one of them to make a min only and a gas and min one? Could I maybe just narrow down the area between the natural and the block stuff, maybe more high dirt?
Report, edit, etc...Posted by Slayer_dt_ on 2005-11-28 at 21:00:23
QUOTE(NerdyTerdy @ Nov 29 2005, 09:06 AM)
Could I maybe just narrow down the area between the natural and the block stuff, maybe more high dirt?
[right][snapback]366937[/snapback][/right]

I'm not sure where you are talking about disgust.gif
Anyway, I think that placing gas at 4o clock and 8o clock locations will be a good idea and perhaps widening that island will be a good idea too
And in the center that terrain which is surrounding the minerals (the ones which looks like cracks) is better off with less of that terrain.. come on you need to build some defenses for that expo too
Report, edit, etc...Posted by NerdyTerdy on 2005-11-28 at 21:34:44
Okay I've editted it a bit, see if you like this better. Also I was going for that min only in the mid a little harder to defend maybe more units around the outside, because with turret pushes and stuff it's hard for protoss I think..

• Combined gas only and min only
• Added some high dirt to seperate the min only and the now min/gas expo
• Made ramp more easily blockable from nat
• Made bottom island slightly bigger

[attachmentid=15667]
Report, edit, etc...Posted by decafchicken on 2005-11-28 at 21:50:28
instead of having one island with 2 gas, make 2 islands with one gas (one for each player)

Its really not that bad, just needs lots of decor, it looks visually bad.
Report, edit, etc...Posted by Hofodomo on 2005-11-28 at 21:54:00
Aight, I think you have a decent developing idea down. Don't forget to just look at the overall map and see how you can make it more visually appealing. The second screenshot looks much nicer than the first. You can still fix some of the "squareness" around the center and river area.
Report, edit, etc...Posted by NerdyTerdy on 2005-11-28 at 22:29:56
Thanks guys, decafchicken, I'd like to do that, but I'm a little pressed for space, maybe I could get rid of the water area a bit and put another island, but then tanks would be a problem... Hmm, maybe just make the single island like 8 mins and 1 gas, just have a bit less money on the map? Also, the visual appeal thing is the hardest part for me, I think this is the first halfway decent map I have going. Appreciate the feedback, I'll decorate and fix up more, then I'll add an updated image.

ADDITION:
Okay here it is nice and decorated, it's as decorated as I have space for I believe...

• Mainly decorated
• Made bottom island 9 mins 1 gas

[attachmentid=15669]
Report, edit, etc...Posted by starparty on 2005-11-29 at 03:47:10
remove the doodads that obstructs unit movement tongue.gif
and who told you to narrow the map down? it was good as it was originally, now its too tight.
Report, edit, etc...Posted by NerdyTerdy on 2005-11-29 at 06:05:51
I think I did that to seperate the min only and the min/gas. Pekkel suggested it for between the main and nat area sort of so you could defend both with 1 defense. Most of the doodads don't really get in the way of where you would normally walk. I'm gonna test this map out and back to you about that.
Report, edit, etc...Posted by wesmic da pimp on 2005-11-29 at 13:02:23
Looks like muta-ling would dominate on this map. With ground units having to walk all the way around, the other player would have to start getting massive anti air, which by that time the lings should hit from the front while mutalisks harass from all angles.
Report, edit, etc...Posted by decafchicken on 2005-11-29 at 15:31:45
It's a bit of a long walk around that river, maybe some bridges or something?

And get rid of the temple stuff in the bottom corners and replace it with gas/min islands.
Report, edit, etc...Posted by NerdyTerdy on 2005-11-29 at 17:44:04
The map is supposed to be sort of a long walk down around, because it's only 96x96. Also why didn't you point this out earlier decafchicken? I don't need more island expos. This map has really pretty easy to reach minerals and gas..
Report, edit, etc...Posted by Yenku on 2005-11-29 at 21:48:55
Glad to see your improving alot.
The distance is fine don't worry about that. I think SP is right, it did get a bit narrow, but that can be fixed by removing the highground you added in the second version.
I think there are a bit too many doodads, I think you should decorate the main bases abit, just vary the ground types.


Anyway, you improved ALOT. Good job. Keep it up. Improve that much again and your maps will be quite decent.
Report, edit, etc...Posted by NerdyTerdy on 2005-11-29 at 22:03:55
Ah Yenku, glad to see you posted, I thought this one was a nice improvement smile.gif. Alright I'll get rid of that highground, and you think just the doodads that get in the way of combat?? I can't do it right now though (parents are split 2 houses.) Yeah I'll just vary the ground in mains more, because I think there's only 1 doodad that is buildable, and I can't have no room to build in the base smile.gif. Thanks Yenku, glad to see you approve.
Report, edit, etc...Posted by decafchicken on 2005-11-30 at 17:00:58
QUOTE(NerdyTerdy @ Nov 29 2005, 11:03 PM)
Ah Yenku, glad to see you posted, I thought this one was a nice improvement smile.gif.  Alright I'll get rid of that highground, and you think just the doodads that get in the way of combat??  I can't do it right now though (parents are split 2 houses.)  Yeah I'll just vary the ground in mains more, because I think there's only 1 doodad that is buildable, and I can't have no room to build in the base smile.gif.  Thanks Yenku, glad to see you approve.
[right][snapback]367939[/snapback][/right]

Don't worry about the doodads that much. Also the mains are booooooring. throw in some other terrain. And did you not under stand what i said earlier about the two corner islands or did you just not want to do that?

Also, yenku was never a bad poster, you were just abysmal at map making. He tells you that you suck when you suck, and tells you your good when your good.
Report, edit, etc...Posted by NerdyTerdy on 2005-11-30 at 17:15:49
Yes I realize that now, I think that he said it sort of harshly before, but that in the end actually did help me improve smile.gif. In that post just now I never said he was a bad poster, although I did think he was before, before I realized he was just very truthful in his criticisms. I just decided not to do your islands idea, I think the map has plenty of money as it is. The problem with the mains is the way I made the map, whenever I isometrically edit the mains it screws up because I accidently started bases on low ground so I just made a rectangle of high ground under them so that the stuff wouldn't have to be replaced, damn laziness.. I think if I go over it in isom it'll work out, I'm gonna try now.

Edit: Okay I fixed it up a bit, tell me anything that needs fixing now, although I don't see anything...

[attachmentid=15729]

Edit #2: Gah, I just realized that area where the high dirt used to be is terrible boring now.

Edit #3: Okay I replaced the image, I added some crushed rocks to the area where the high dirt used to be.
Report, edit, etc...Posted by decafchicken on 2005-11-30 at 21:14:59
If you're gonna make it symmetrical, make it more intricate. If not, scatter it around a bit and make it so there is less concentrations of a tile set. And the only reason i suggested you make the islands is so that each player could get 4 gas(mainly for zerg to go ultra/ling or w/e tech)
Report, edit, etc...Posted by Yenku on 2005-11-30 at 21:16:30
People always think I sound harsh over the internet, even my friends think that when we talk on AIM. I never mean to put people down unless they are deserving. =D

Anywho, this is a basic design I notice alot of people have tried for 1v1 maps. You pulled it off pretty well, and I seriously like the improvement from your last map.
Report, edit, etc...Posted by NerdyTerdy on 2005-12-01 at 17:35:18
I appreciate it Yenku, you don't really sound harsh anymore smile.gif. It was just before I didn't understand why my map was no good. I didn't really know this was a format for lots of maps, I just thought it would be nice smile.gif. Decafchicken, if they really need to then they can fight for that bottom island.
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