DLDB: [IV] An ArchipelagoOh, hey there! This is my first attempt at a balanced island map that's good!
ForTheSwarm has already commented how it was too small; I believe I have fixed that problem. Devourer and LordMalvanis pointed out it was a little bland; I tried fixing it with basic isometric terraining, although I don't think it made much of a difference. There are some doodads, mostly in the sea, and some cover-providing trees near the middle.
I had read the SEN Melee Map Balance Guide, but I think I might have done so a little late... Their is a center resource thing-thing. Except that it is split and hard to get close to effectively (I think). The long island has two expansions at each end; of this I ask, does this fall into the center-resource problem? And I believe that this map is somewhat vulnerable to the vespene gas mining problem; I'm not particularly clear on this topic though.
I imagine this map as: an island transport map with a mix of air. The centre island's two side extension thingies are to make the centre that much harder to defend, in an attempt to balance out the very centre's resource pile. There are two attractive expansions at top-mid and bot-mid that have tree-cover for units (although I'm not sure how often the advantage will be used) to help defend it, although the width of the rhombus shape would make it harder to defend than otherwise. Vespene gas (natural[?, please define]) geysers is connected to each main. Two smaller mineral-only islands near the centre and middle islands.
Will you please give me some feedback? Also, I'd like some help defining "natural" expansions and what the vespene gas problem is about.
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LastlyI would like to post a bunch more maps in quick succession. Should I make a large thread to encompass my finished maps or just give them all their own threads?
And, for my future melee map threads, what else should I include?
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Map Picture
Post has been edited 1 time(s), last time on Feb 20 2009, 12:19 am by New-.Hydrolisk.
My opinion about this map is that the terrain was nice, the sea doodads are nice but I prefer land doodads near start locations if more are possible to provide cover but in a way not too close as to provide building space. Also I have come across the mineral only islands, nice idea. Overall this map provides a nice balance with some mix of bland and interesting terrain without much need for land doodads. I have no problems with this map whatsoever. O.o
None.
My opinion about this map is that the terrain was nice, the sea doodads are nice but I prefer land doodads near start locations if more are possible to provide cover but in a way not too close as to provide building space. Also I have come across the mineral only islands, nice idea. Overall this map provides a nice balance with some mix of bland and interesting terrain without much need for land doodads. I have no problems with this map whatsoever. O.o
If you do not know anything about melee balance, then don't comment on it please. I'd rather they get no opinions than uninformed ones.
I'll be going into a detailed list of what to do with this map later, unfortunately I just don't have the time right now.
What's with the [IV]? Using (4) is more standard and better.
None.
I can hear Excalibur's fingerstrokes on the keyboard of doom.
I used a [IV] instead of a (4) because I love it when I avoid the standard.
Could someone post a pic? DLDB's down.
I updated OP with the image from DLDB.
It looks like a copy of an old blizzard isle map. What makes you think I won't consider it as a Blizzard Isle Map with your name slapped on? The map can be improved by fixing your mineral positions and making the base sizes equal. Thats about it because island maps do not have huge problems of balancing any land type map.
None.
Do you really think it looks like an old Blizzard island map? Huh, drats. Well, now that you mention it, it does remind me of this one game I played on a Blizzard map... Ah. Damn.
What is wrong with the mineral positions? Irregular positions?
Example of good mineral formations:
Never place any mineral more than 1 tile further than the minimum distance. Never place a field behind another without allowing 1 tile of access to it from the side of the CC.
Gas Issue:
There is a defect in the way SC handles gas collection. Geysers at the top and left mine faster than those at the bottom or right. If one person has the gas at left or top, especially in their main and natural, then so must the other player. Balanced gas > symmetrical gas.
Onto the map itself:
Mains are too small and awkwardly shaped.
Bad layout, bad expo mineral field amounts.
Bad placement of said fields. (See above)
Too tight on non-island parts.
Do not make island maps. (Until you know what you're doing. And you don't.)
Use symmetry tool, don't try anything fancy.
LOTS OF WASTED SPACE. If you notice you aren't using whole areas of the map, remake it with smaller dimensions.
And finally
NO CONCEPTSeriously do you even consider 'Why is this map not boring and average' when you make it?