Staredit Network > Forums > SC1 Terrain > Topic: 1st AoS/DotA-like map attempt
1st AoS/DotA-like map attempt
Jan 28 2010, 8:34 pm
By: melnikov  

Jan 28 2010, 8:34 pm melnikov Post #1



Hello. I have started to make an AoS/DotA-like map and i finished with terrain, base walls, marking the tree areas, etc. I want to know what you think about this map. I am not good at terraining and it is my first map attempt :blush: .

Attachments:
xode.scx
Hits: 28 Size: 93.34kb



None.

Jan 28 2010, 9:51 pm Norm Post #2



1. Area is too large.
2. Base are is too small (compared to area).
3. Paths should be somewhat different from each other.
4. Make sure you leave space around the arena so that center location triggers don't get goofy.
5. Try to make it more interesting by throwing some elevation differences in there.



None.

Jan 28 2010, 10:28 pm ClansAreForGays Post #3



Quote from Norm
1. Area is too large.
2. Base are is too small (compared to area).
3. Paths should be somewhat different from each other.
4. Make sure you leave space around the arena so that center location triggers don't get goofy.
5. Try to make it more interesting by throwing some elevation differences in there.
1. Yup. That's its biggest problem.
2. Bases are too big; tons of unused space. There's no reason for bases to worry about being proportional to the rest of the map.
3. Don't have to be. Symmetry increases blandness AND balance.
4. yup.
5. yupyupyup.




Jan 28 2010, 11:18 pm stickynote Post #4



(My numbers do not correspond to the above poster's.)
1. Too much room in base, shrink it by half unless you really need that space.
2. With the space between lanes, I suggest adding water, trees, height elevation, etc. I highly recommend you use regular isometric first then consider extended; extended terrain is sometimes does not consider the effect high dirt will have in game versus the blend. In fact, just use regular isometric because it'll be more balanced. (Except for backwards ramps.)
3. Good luck on the map.



None.

Jan 29 2010, 12:48 am samsizzle Post #5



woah guys a bit too early to judge. I mean we dont even know what the gameplay is gonna be like. But overall right now for me there's not much to judge you just laid down some doodads and walls.



None.

Jan 29 2010, 1:21 am xYoshix Post #6



There's really nothing to comment on in regards to terrain. It's plain, basic and repetitive. If you wanted to achieve terrain like that, then you did a good job. Otherwise, you should make places distinguished from each other, not just plain ruins as a path. Add more variety of terrain tiles. Create vast landscapes. It doesn't even have to be extended, but always remember it has to stay balanced.



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Jan 29 2010, 5:42 pm samsizzle Post #7



Now if you want to detail all of this terrain it could take up to like a couple months, So what i would do is scale it down so that it takes like at the most 1 minute to walk across, and you dont seem to have any room for system stuff. So you could use the extra space for that. But seriously even if your gameplay is real fast you won't EVER need that much space.



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Jan 29 2010, 11:38 pm UnholyUrine Post #8



Duuude.. isn't that just the raw basics of a terrain?? ><"

I don't mind if u didn't use extended terrain OR if u used square terrain..
But what you uploaded was really the raw basics.. you just made paths with ruins... and a makeshift base using temple walls... the rest are all grass...

At the very least, you should have done SOME landscaping?
Attached is an example... It is one of the very first safe file for TS...



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Jan 30 2010, 12:39 am FoxWolf1 Post #9



I don't know what you are planning for gameplay, so I can't comment on the absolute value of the terrain. What I can say is that, comparatively speaking, it is very plain and open. If that is what your particular gameplay and/or overall aesthetic plan calls for, then great. There are plenty of actual places that are flat and featureless, after all. On the other hand, if you don't have a specific plan for the gameplay, keep in mind that a uniformly wide open space more or less eliminates tactical possibilities resulting from terrain exploitation, and reduces the chance of being blocked or trapped to almost none. Likewise, fast characters will have the freedom to maneuver more or less as they see fit. Unless you have a reason for things being as they are, I think that you should consider adding more terrain detail for additional strategic variety.



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