(2)Moonbow
Oct 28 2017, 2:48 pm
By: frostbiteX  

Oct 28 2017, 2:48 pm frostbiteX Post #1



2-player map; uh...

Has a crescent moon motif if you looked at the higher grounds sideways. Made this smack dab in the middle of the night. This is one of my maps upon returning to map-making so... apologies if I'm a bit rusty.



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Oct 28 2017, 5:57 pm Excalibur Post #2

The sword and the faith

Way too tight and linear. Gasless islands with no anti-float chunk. Concept is just sort of 'blah'. I'd say scrap it.




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Oct 28 2017, 11:36 pm frostbiteX Post #3



Quote from Excalibur
Way too tight and linear. Gasless islands with no anti-float chunk. Concept is just sort of 'blah'. I'd say scrap it.

Oh, I see.... My apologies, I'll just make an improved version of this later on but still, thank you for the feedback.

I'll try to improve on my later maps.

Post has been edited 1 time(s), last time on Oct 28 2017, 11:50 pm by frostbiteX.



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Oct 29 2017, 8:38 pm Dem0n Post #4

ᕕ( ᐛ )ᕗ

Yeah, unfortunately the biggest flaw is how the map is set up. Positioning the two mains like that is really bad since it makes drops so easy. There's no room for naturals and third expos, which is also an issue. Some of the biggest things to remember when making a map are:

  • Position mains in ways that drops/tank can't demolish them
  • Each player should have a natural (usually with gas) along with a mineral-only third expo. After that, it depends on what you want to do, but they should always have at least three bases "reserved" for them.
  • Island expos should have some sort of anti-terran mechanism so that terran players can't just float CCs there. Usually you can put a 0 mineral count mineral field where the CC would land, or put some neutral building there that needs to be destroyed before a building can be built. It's probably better to keep islands small with most of the terrain being unbuildable so that terran can't land a CC anywhere on the island and start mining.
  • You want there to be enough open space for the players to easily move their armies across the map. By that, I don't mean just leaving half the map empty and barren, but the way this map is set up, it's really difficult to move units around. They have to go up a small ramp and maneuver around high sunken ground to reach the other player's base. Also, the middle of the map is occupied with water, which is a waste of space.
  • It's kinda hard making maps that are mirrored on the x-axis because of the reasons I already mentioned. I'd try doing it by the xy-axis so that the players are on opposite sides and corners, and then try doing different things after you're comfortable making the basic ones.


Post has been edited 1 time(s), last time on Oct 29 2017, 8:44 pm by Dem0n.




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[04:56 pm]
RdeRenato -- If someone can help me, it will make me very happy xd
[04:55 pm]
RdeRenato -- they are right. I don't know how to describe my level but it is difficult for two things: 1. crazy enemies 2. multiple defensive points
[2020-3-31. : 11:01 am]
Sie_Sayoka -- both because of low skill and population on west
[2020-3-31. : 11:01 am]
Sie_Sayoka -- tbh a lot of the korean maps are impossible to play with pubs
[2020-3-31. : 5:14 am]
jjf28 -- forcing players to be quicker means they'll have to multi-task more/up the APMs and use less safe approaches or have gotten the approaches down to an art so they can perform them quickly without much time to think
[2020-3-31. : 5:10 am]
jjf28 -- I'd say best way to increase difficulty is to make the enemy units behave smarter, followed by forcing humans to move quicker (timers, or some mechanism forcing them forward), followed by beefing numbers/stats
[2020-3-31. : 3:39 am]
jjf28 -- a huge part of special forces is game knowledge, mapping out the spawn timings, what triggers different traps, what units combine into others, they're definitely not intended to be friendly games
[2020-3-30. : 11:07 pm]
lil-Inferno -- RdeRenato
RdeRenato shouted: people, how do you do to verify a super difficult level if you play bad? :(
get someone better than you to play it
[2020-3-30. : 10:16 pm]
MTiger156 -- Sadly, I've often seen the exact opposite happen. "Special Forces" maps typically try to kill the entire team within the first 60 seconds... try to stay away from that approach.
[2020-3-30. : 10:05 pm]
MTiger156 -- ahh... philosophy of Difficulty. There is no single answer for "how much is enough?". That should be left to the players, thus I highly recommend multiple Difficulty Modes for PvE maps.
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