Opposing city states 2007 working beta

Opposing city states 2007 working beta

Discuss maps & map creation - from concept to execution to the ever elusive release.

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Goolash_
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Joined: 25 Nov 2006, 16:26

Opposing city states 2007 working beta

Post by Goolash_ »

http://www.unknown-files.net/index.php? ... &dlid=2117

This is an adaptation of an old starcraft map called Opposing city states 98: http://www.battle.net/images/battle/scc/lp/4/xocs.jpg

it's 16x16, meant for 5v5 top vs bottom. features are by lathan.
Constructive criticism and your honest opinions are welcome.

Goolash.

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genblood
Posts: 862
Joined: 19 Jan 2005, 03:37

Post by genblood »

The map layout for the metal is good. The layout of the features
are good, a few more rocks, 2 or 4 more Geos would be nice.

Some areas need grass and some areas need it removed. The middle
of the map that has low water. You need to remove the grass from the
water area.

The overall look and feel is good. I'm looking forward to the final
release of the map.
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Goolash_
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Joined: 25 Nov 2006, 16:26

Post by Goolash_ »

thanks genblood, i think i'll remove the grass from the middle. where do you think i should add grass? any gameplay advice as well?
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genblood
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Joined: 19 Jan 2005, 03:37

Post by genblood »

I would add grass to the green areas. Also, leave a border around the
lake areas with no grass. That would add a nice effect to the map.
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Comp1337
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Joined: 12 Oct 2005, 17:32

Post by Comp1337 »

looks like a classic to me :)

<3 the texture, if you get the metal right on this one, 10/10
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LordMatt
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Joined: 15 May 2005, 04:26

Post by LordMatt »

Goolash_ wrote:any gameplay advice as well?
Looks porcy. Should be popular with the altored divide crowd.
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Goolash_
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Joined: 25 Nov 2006, 16:26

Post by Goolash_ »

Comp1337, thanks for the compliment, and about the metal placement - why don't you check it out and let me know what you think?

LordMatt, this map is surprisingly less porcy then you would think. using the water to block passage instead of mountains leaves some ways to get around defenses like hovers or amphibious tanks. plus the bridges are very wide and blocking them entirely is a costly thing. in the 3 times I've played it never really turned into a porc war and in one of the games one player complained that he's "not good on open maps" :-) , just a noob i guess but goes to show that this map has very little to do with altored divide.
and another thing - unlike supcom or tangarine, but somewhat like altored divide - there is much metal in the middle which means you have to get out of you hole and try to take some ground before you start porcing - if you start porcing form the start you are bound to fail on this one.

I'm hoping that this map will be a compromise between 2 types of maps, the ultra porcy ones (supcom, tangarine) and the less porcy ones. in general i've noticed that there are 2 main types of players (excluding SM generals): the porcers ("8v8 on tangarine ftw!") and the "pros" ("i only play 1v1 on comet catcher, everything else is made of phail..."), I don't find myself to be in anyone of those groups, i really hate porcing maps (everytime i play altored cause i cant find any other games open i die a little from within) and i do like playing with l2 tech from time to time (how much does that happen in comet catcher?) - So my main purpose for this map is to be popular enough that i can get a game going in it with players from both sort.

wow... that came out very long, doubt that anyone will read this. if anyone bothered to read this i would really appreciate their opinion on how i can achieve my goal for this map.

BTW: written at 6 am, might be messy grammar wise.
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LordMatt
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Joined: 15 May 2005, 04:26

Post by LordMatt »

I'll have to give your map a try. :-) Comet whores aren't real pros IMO. You need to be skilled on a variety of maps.
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Goolash_
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Joined: 25 Nov 2006, 16:26

Post by Goolash_ »

never said they are pros hence the " ", they just like to call themselves pros...
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Goolash_
Posts: 201
Joined: 25 Nov 2006, 16:26

Post by Goolash_ »

after having played the map several times the main thing that comes up is the amount of metal in the rocks - each of the side rocks has 1k metal and 20k E so each con that reclaims it gets about 3.1-3.3 M and 60-75 E and the big rock in the middle has 3k M and 60k E which gives the same ratio of reclaiming. In a recent game it took me 10 minutes and 2 cons to reclaim 3k metal - is that good?
believe me when i say you just cant go reclaiming the rocks and tech fast to l2, but still i need some advice from experienced mappers.
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Goolash_
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Joined: 25 Nov 2006, 16:26

Post by Goolash_ »

ok, having played the map a few more times and since no one has any better advice i'm just gonna fix the grass issue and post it as is. i think the M in the rocks is just fine. maybe just add more E to them maybe... damn, i cant make up my mind. still would appreciate some input.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10455
Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

Dl & testing it..
it can be handy to use Typemaps (for example speeding up tanks in Water or Hovercrafts) but many Pros will scream against that.. and with reason..- Another Method is to make the Beaches unbuildable cause of roughness... No Anemone Depthchargelaunchers.. no Plasmatowers & Laserbunkers- and that is it.. However that Method doesen`t look good (stretched Textures) and it would be a shame to do this to your Map...
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Goolash_
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Joined: 25 Nov 2006, 16:26

Post by Goolash_ »

thanks for the input, but i'm not concerned about porcing up the beaches - in the several games i played on the map i've only seen one depth charge launcher - you cant both deafened the land bridge (which is quite wide) and the beaches and most people naturally will choose the land bridges. and as for typemaps, i myself don't like it... :-)
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

I love the center islands, they are fantastic looking but the north and south middle platau are rather unatractive, the texture you used for the top of them really ruins the natural look your map has.

It isn't bad as far as choke points and porcing. Nice map.
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Goolash_
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Joined: 25 Nov 2006, 16:26

Post by Goolash_ »

thanks for the input smoth, i might change the texture in the next version, i already compiled the first version and i'm upping it now. thanks anyway.
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