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Re: DemolitionSquid's First Map
Quote:
Originally Posted by
Mandilorordo
Where would the starting locations be for this map?
I'm guessing the far left and right resource patches. They provide a fair amount of room to build and are just above the naturals that lead to the center of the map.
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Re: DemolitionSquid's First Map
Quote:
Originally Posted by
n00bonicPlague
I'm guessing the far left and right resource patches. They provide a fair amount of room to build and are just above the naturals that lead to the center of the map.
I see, so the one with two open ramps too it. Wasn't sure it was that or the one above/bellow it with just one entrance.
You might want to put some destro rocks by one of the chokes then.
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Re: DemolitionSquid's First Map
Quote:
Originally Posted by
n00bonicPlague
Lookin' good, Demo. I like how
Dominion has a patch of LoS blocked terrain at each main in order to give a back door to cliff-walkers and air drops. I'd consider adding some destructible rocks to make the third expos a bit more difficult to get.
I also have
these suggestions for
Shai Hulud. Assuming the
red dots are your mains, I suggest adding destructible rocks at the
green dots, removing the rocks at the
green Xs, and adding XenWats on raised platforms with ramps in the vicinity of the
blue dots.
They're only suggestions though. It's your map :)
I designed the map to promote air and cliff crossers. The standard path between bases is in an "S," and the same length as from bases in Scrap Station. Having the destructible rocks in the center promotes active competition to control the center and gives aggression to destroy the enemy's rocks a reward. I think I may expand the mains to be able to better protect their rocks and the choke from high ground. The side bases are 3rds, and to decrease the distance cliff-walkers (like Reapers) have to travel from one base to the other for harassment. It also lets anyone wanting to take the gold patches better access to reinforcement from the high ground 3rd.
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Re: DemolitionSquid's First Map
Quote:
Originally Posted by
DemolitionSquid
I designed the map to promote air and cliff crossers. The standard path between bases is in an "S," and the same length as from bases in Scrap Station. Having the destructible rocks in the center promotes active competition to control the center and gives aggression to destroy the enemy's rocks a reward. I think I may expand the mains to be able to better protect their rocks and the choke from high ground. The side bases are 3rds, and to decrease the distance cliff-walkers (like Reapers) have to travel from one base to the other for harassment. It also lets anyone wanting to take the gold patches better access to reinforcement from the high ground 3rd.
Ahh I see. Sounds good.
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Re: DemolitionSquid's First Map
You know that you can probably upload these editor map files to Rapidshare or some website and then post the link here for people to download right?
Assuming you want that.
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Re: DemolitionSquid's First Map
Quote:
Originally Posted by
KillaKhan
You know that you can probably upload these editor map files to Rapidshare or some website and then post the link here for people to download right?
Assuming you want that.
I'm still working on these maps. I'll upload them once they're more complete.
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Re: DemolitionSquid's First Map
My 4th Map, "Bay Watch."
http://i65.photobucket.com/albums/h2...ayWatchv01.png
It uses the Xil sand tileset, so don't worry its not really green. The map preview exporter can't seem to grab the right colors. I built this at the request of many people for a 3 player map. I chose a beach tile to experiment more with water and how units interact with it. Its just the basics right now, no doodads or tile melding yet.
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Re: DemolitionSquid's First Map
@Demo. Regarding the map on the OP, does Galaxy have a tool for making the maps symmetrical or did you paint that by hand?
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Re: DemolitionSquid's First Map
Quote:
Originally Posted by
don
@Demo. Regarding the map on the OP, does Galaxy have a tool for making the maps symmetrical or did you paint that by hand?
You can copy and paste terrain and then flip/rotate it for symmetry (no idea if demo used that or not though).
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Re: DemolitionSquid's First Map
Quote:
Originally Posted by
Rogueleader89
You can copy and paste terrain and then flip/rotate it for symmetry (no idea if demo used that or not though).
Dude are you serious??
That would make things a WHOLE lot easier.
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Re: DemolitionSquid's First Map
Huh. I still haven't figured out how to flip/mirror terrain... What's the hotkey for it?
But the only problem with copy/pasting terrain is that you can't see where you paste the terrain, which really annoys me...
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Re: DemolitionSquid's First Map
I do all symmetry by hand. I have not found any tools for mirroring terrain.
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Re: DemolitionSquid's First Map
Quote:
Originally Posted by
Rogueleader89
You can copy and paste terrain and then flip/rotate it for symmetry (no idea if demo used that or not though).
Yeah I gotta know how too, b/c I've also been doing it by hand.
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Re: DemolitionSquid's First Map
These are some nice proto-maps you have created DemolitionSquid.
Thing about Shai Hulud;
Simply put, I do not think Shai Hulud could be played at a competitive level. The reason why and the reason why all maps must have chokes around their main base is that, otherwise Terran does not stand a chance. Coalition is a prime example of this (horrible map). If the opponent, or opponents in the chase of Coalition, has ever heard of the world 'rush' the Terran can GG after three and a half minutes. Yes you can try to fast tech to Planetary Fortress and build your base around your Command Center but that puts you so far behind that it is simply not fair.
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Re: DemolitionSquid's First Map
Quote:
Originally Posted by
Gradius
Yeah I gotta know how too, b/c I've also been doing it by hand.
On the Terrain layer, you can go into selection mode and click+drag to select a patch of terrain. Then you can press Ctrl+C to copy, Ctrl+V to paste, and Numpad "/" (slash) to rotate counter-clockwise and Numpad "*" (asterisk) to rotate clockwise. Then just normal left-click to place the terrain.
That's just for copying, rotating, and pasting terrain though. I'm not sure if you can flip/mirror copied terrain, but if there is a way to do so I would like to know. Too much time is wasted on creating reflection symmetry when it could be spent doing something else.
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Re: DemolitionSquid's First Map
Quote:
Originally Posted by
KDraconis
I'm not sure if you can flip/mirror copied terrain, but if there is a way to do so I would like to know. Too much time is wasted on creating reflection symmetry when it could be spent doing something else.
For flipping you just go to Edit -> Flip -> horizontal or vertical after you have copied the terrain.
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Re: DemolitionSquid's First Map
Quote:
Originally Posted by
Taoo
These are some nice proto-maps you have created DemolitionSquid.
Thing about Shai Hulud;
Simply put, I do not think Shai Hulud could be played at a competitive level. The reason why and the reason why all maps must have chokes around their main base is that, otherwise Terran does not stand a chance. Coalition is a prime example of this (horrible map). If the opponent, or opponents in the chase of Coalition, has ever heard of the world 'rush' the Terran can GG after three and a half minutes. Yes you can try to fast tech to Planetary Fortress and build your base around your Command Center but that puts you so far behind that it is simply not fair.
Each main has 2 fairly strong chokes; a ramp on one side and the path to their 2nd and 3rd. Each 2nd has two chokes, a ramp and the destructible rocks. Each 3rd has one choke and a cliff. I designed it that way on purpose.
Here's v 0.3
http://i65.photobucket.com/albums/h2...Huludv01-2.png
Also, Bay Watch v 0.2
http://i65.photobucket.com/albums/h2...ayWatchv02.png
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Re: DemolitionSquid's First Map
Realy nice maps Demo :) , compared to yours my one looks like #### :p
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Re: DemolitionSquid's First Map
Quote:
Originally Posted by
DemolitionSquid
I have to say, this is the one I like the most. And doing symmetry by hand? Im really impressed.
Just one thing, the HY Expos in the middle.. they're almost like one expansion. Once you occupy 1, remote mining 1-2 patches in the other would be easy. Maybe make it just 1 expo in something like "[ ]"? Then have rocks in the optimal placement point?
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Re: DemolitionSquid's First Map
Gosh, it'd be nice to have a good symmetry tool for the maps. I remember in SC1 I was so OCD about my maps' symmetry that even on a 256x256 map I would make sure that EVERY SINGLE TILE matched its twin on the other side.
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Re: DemolitionSquid's First Map
Quote:
Originally Posted by
n00bonicPlague
Gosh, it'd be nice to have a good symmetry tool for the maps. I remember in SC1 I was so OCD about my maps' symmetry that even on a 256x256 map I would make sure that EVERY SINGLE TILE matched its twin on the other side.
I just watched a youtube video on how to do perfect symmetry in the editor.
But straight up, I prefer doing it by hand. Its not perfect so it feels more organic. It makes the map more "real." For an installation or even pure space platform map, perfect symmetry is great. But if I'm dealing with land masses, by hand is how I gotta roll. Even if I started off with a perfect copy/paste, I'll purposely create non-symmetry to give it a better feel.
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Re: DemolitionSquid's First Map
Quote:
Originally Posted by
DemolitionSquid
I just watched a youtube video on how to do perfect symmetry in the editor.
oooOOOooo . . . link plx?
Quote:
Originally Posted by
DemolitionSquid
But straight up, I prefer doing it by hand. Its not perfect so it feels more organic. It makes the map more "real." For an installation or even pure space platform map, perfect symmetry is great. But if I'm dealing with land masses, by hand is how I gotta roll. Even if I started off with a perfect copy/paste, I'll purposely create non-symmetry to give it a better feel.
I totally understand. Symmetry makes nature-based tiles look so unnatural.
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Re: DemolitionSquid's First Map
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Re: DemolitionSquid's First Map
Symmetry is good, you just need to vary the terrain and keep the shape o.0
And I don't think a Symmetrical base looks unatrual its not like your ever looking at the entire map while playing, and the doodads should be different.
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Re: DemolitionSquid's First Map
Quote:
Originally Posted by
DemolitionSquid
Each main has 2 fairly strong chokes; a ramp on one side and the path to their 2nd and 3rd. Each 2nd has two chokes, a ramp and the destructible rocks. Each 3rd has one choke and a cliff. I designed it that way on purpose.
Aha. That actually makes the map rather interesting. I assume that there is only one entrance from the start? Wide chokes simply do not work, refer to Scrap Station or Coalition, but this seems an interesting midway (historical lol!) idea. I can already see how position is so critical with 2 entrances into your base and so much cliff play. Perhaps Muta/cliff harass would be a bit too effective?
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Re: DemolitionSquid's First Map
Quote:
Originally Posted by
Taoo
Aha. That actually makes the map rather interesting. I assume that there is only one entrance from the start? Wide chokes simply do not work, refer to Scrap Station or Coalition, but this seems an interesting midway (historical lol!) idea. I can already see how position is so critical with 2 entrances into your base and so much cliff play. Perhaps Muta/cliff harass would be a bit too effective?
The main entrances are the ramps at each end. The second access is the rocks separating the natural with the middle If you try that "backdoor" you'll also have to face a ramp and a choke. the third option is up over the cliff at the other end where the high yields are, and hiding behind the grass, so you'll have to still pass though the choke next to the ramp to the main. Each main only has three cliffs they need to protect from crossers, they're just spread out. Its not as lopsided as it first appears I think.
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Re: DemolitionSquid's First Map
How did you 'merge' the manmade and organic cliffs on Dominion, DSquid? Having so much trouble adding an Aseroid island to my map. =[
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Re: DemolitionSquid's First Map
Quote:
Originally Posted by
Aldrius
How did you 'merge' the manmade and organic cliffs on Dominion, DSquid? Having so much trouble adding an Aseroid island to my map. =[
Tools > Brush > Allow Cliff Merging
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Re: DemolitionSquid's First Map
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Re: DemolitionSquid's First Map
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Re: DemolitionSquid's First Map
I'm still tweaking them all. They'll be available for competition when Blizzard does the patch to make them publishable. There's no point in giving them to you if you can't play them with someone else, they're just melee maps.
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Re: DemolitionSquid's First Map
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Re: DemolitionSquid's First Map
What are the WxH for this map? i cant get it right
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Re: DemolitionSquid's First Map
Quote:
Originally Posted by
Xadr
What are the WxH for this map? i cant get it right
You're still thinking in terms of SC1. The height and width are almost infinitely customizable. I'm actually thinking of making Dominion bigger.
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Re: DemolitionSquid's First Map
Quote:
Originally Posted by
DemolitionSquid
You're still thinking in terms of SC1. The height and width are almost infinitely customizable. I'm actually thinking of making Dominion bigger.
Ohh. Ok. alright thanks
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Re: DemolitionSquid's First Map
Anyone know what the layer is for spawn points?
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Re: DemolitionSquid's First Map
Quote:
Originally Posted by
Xadr
Anyone know what the layer is for spawn points?
Point layer... :P
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Re: DemolitionSquid's First Map
New map!
http://i65.photobucket.com/albums/h2.../Crabulous.png
"Crabulous"
The tiny purple domes are weather effects, just ignore them. As always, I may need to decrease the rush distance and balance chokes/space a bit better in future iterations.
Also, Dominion v 0.5 is below. The editor is so robust it easily lets you expand areas you may have made too small, like bases.
http://i65.photobucket.com/albums/h2...inionv04-1.png
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Re: DemolitionSquid's First Map
I _REALLY_ like how Dominion is starting to flesh out.
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Re: DemolitionSquid's First Map
Crabulous, that name made me lol.