First and foremost, I was NOT trying to make another FA$TE$T map .. blah blah blah.. SYMMETRY .. blah blah blah .. IM BROKE AND I'M LOOKING FOR A JOB A-HOLES .. blah blah blah.. ALL NEGATIVE .. blah blah .. Completely opposite of what I thought ..
... blah blah .. Ideas! .. blah blah..
Really, because you've taken the time to explain all about this, I feel that you really want to succeed, rather than just sit here and flame. Therefore, I'll give you a bigger, and better description. I don't want you to feel that your map is being misjudged because we've conjured our arguments in a more generalized manner, causing them to be more debatable and less justifiable. I'll try to be as concise and detailed as I can... and since I'm doing this from an SC1 + SC2 theory + minimal melee experience, don't expect high-end answers.
Problem 1. Bad Mineral Placements of Mains- Since I'm assuming the 4 mains are at each corner, why are they in the dead center of the base? This causes huge imbalance in essence of harrassing units... i.e. zerglings, reapers, and etc. The space between the wall and the mineral line should be minimal. Try to only include enough space for what we call in SC1 a "Turret-line". Your current main mineral placement is OP for reapers.
- Another thing is that in melee, there's usually around 6-9 mineral fields and 1-2 vespene. This has been the accepted amount of fields in the iCCup maps' criterion.
Problem 2. Bad Natural Placements- Mineral fields should not be pointing into a battle area. The reasoning is simple... ranged units > melee units. If, in an early rush, a terran attacks a protoss nat, and the protoss only has zealots... the protoss have no chance of winning since both workers and the resource fields block zealots. This is only an example of many other things that would be imbalanced in this case.
Problem 3. Wasted Space- The area adjacent to the mains are empty. Why is it empty? I think taking out the nat that's blocking the main entrance, and putting two mineral fields on the sides adjacent to the main would be a better choice. Moreover, you can shift the ramp so that it goes into these two mineral fields. While people in SC1 tend to despise double nats, it is still a lot better than having an area of nothingless to fill in the map.
Problem 4. Too many high yield minerals- Assuming this is a 4 player map... there are no reasons to really compete for the high yield minerals as there're too many of them. Moreover, the way you've placed the minerals is bland and just lazy on your part.
Problem 5. First person in the mid Wins- Middle is too OP. Whoever can set up a base there first will basically win the game since they have two sets of resources, tons of minerals, and two sets of those all-seeing temples to boot.
Problem 6. Tank, Reapers, Collossi, and Air units- OP due to your map set up. Zerg < all.
- Tanks can siege at the sides of all the mains. This is just plain simple logic.
- Since all other ground units would require to take the ledges, players, especially terran, can simply wall off the ledges with endless trails of Supply depots.
- This also makes Air units imbalanced.
Problem 7. Symmetry!! It's nice, but not required.- As Ex always likes to say. If you do X + Y symmetry, GG, your map sucks. Always try to do XY symmetry unless you have a good concept going on.
- Unsymmetric maps are also cool, but extremely hard to balance. Good SC1 example is Tau Cross. I'm sure you've heard of that one. That map has "circular symmetry".
Problem 8, the worst problem of them all. NO CONCEPT- Alright, let me clear this up a bit more for you. When we say "concept", what we mean is that we want to see something about your map that is unique and special. We want to see if you can make a balanced 2 nat map. We want to see Mains close together, like Scrap Yard in SC2, but still balanced. We especially want to see all the new SC2 melee mechanics in play, such as those seeing-eye temples, placed in unique ways that would introduce interesting gameplay
while not affecting the balance of the game! - The "high yield mineral + temple placements" do not constitute as a "concept" because it isn't something that of the whole map. It is only a part of the map, and it does not integrate into it. Moreover, it is horribly imbalanced.
Oh Oh.. Problem #9. B-L-A-N-D- It's neat, but it's really bland. There're no doodads/decoration... Makes me sad
- Makes the map feels like a money map. Even tho you're not trying to make one, I know.
I hope this is what you were looking for, and I want to see better things from you.
Also, how tha FUCK do you not have time when you DON'T have a job?? I have a job, and I barely have any time D: What the fuuuck?
EDIT: ooh, extra note, Devilesk posted this:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=122171It links to maps that are being ported to SC2. There're a lot of good maps in there. Go take a look
Post has been edited 2 time(s), last time on Jun 13 2010, 1:02 am by UnholyUrine.
None.