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scv
Yo im like almost done with this map, and i want to start the terain work on it! But before I start on the terrain i wanna make sure its all ballanced, some one told me that this is the place to be for balance issue's:) Some advice is needed. Each base has an back entrance blocked of by lurker eggs, ive highlighted them in the jpg file, U guys think i should remove it or u think its kinda cool?
Some feedback would be great!


After A lot of balance isseu's :
DeathCircleV2
Cant get the hang on this attachment system:D
CaffeineFree
Gas on bottom.
KnightOfNi
2 words: Gas Issue. The gas in the mains at the top of the map has to be either on the top or on the left (I think its the left... better just go with the top to be safe).

Aside from that, the idea of those expos at the top and bottom that are semi-protected is really kinda cool. However, it would be really tough for ZvT/P if both players spawned on the top/bottom because the 3rd gas would be SOOO far away. I think T might have some trouble against P as well because of the unbuildable middle, but I don't think that it will be too big of an issue compared to the zerg problem. You could just add gas to the expos at 3/9 to help that a little bit... I think that P>T>Z as it currently stands.

EDIT: Its going to be near impossible for P to beat T if they both spawn on top/bottom, because the terran has such a short push distance in a closed space to the P base. In close positions I think it is T>>>P>>>Z.
neobowman
Aside form the previously mentioned gas issue, there's one BIG problem. Because the center is seperate from the rest of the map, it's extremely easy for a Terran player to just push across the side paths and kill a Protoss.

If Zerg spawns horizontal from the Protoss, it'll be hard for him to get a third gas. Add another gas expo somewhere.

Lurker eggs might cause pathing issue which will annoy some players. Not that big of a deal.

Also, broodwarmaps.net also has some great mappers who could help a lot. A little more critical than us though.
scv
QUOTE (neobowman @ Feb 2 2009, 11:50 PM) *
Aside form the previously mentioned gas issue, there's one BIG problem. Because the center is seperate from the rest of the map, it's extremely easy for a Terran player to just push across the side paths and kill a Protoss.

If Zerg spawns horizontal from the Protoss, it'll be hard for him to get a third gas. Add another gas expo somewhere.

Lurker eggs might cause pathing issue which will annoy some players. Not that big of a deal.

Also, broodwarmaps.net also has some great mappers who could help a lot. A little more critical than us though.

First of all, thanks for the feedback, got something to work on now:)

Ive tested the map myself a couple of times, the problem im strugling with is the fact that i am not as good as a player as a mapper, i feel like if i was a good player i could make balanced maps. i just love to make maps that look diffrent than temple python etc etc etc.

The idea was to make some kind of a circle that allows players to move freely with their units so that the flanking options are huge, i thought that would be a disadvantage for a terran user.
Turns out it works the other way around.

The lurker egg's give pathing problems indd, but after a couple of games u get the hang on it
Thinking of putting gas at the 2 min only expansions, that would resolve the quick 3rd gas for the zerg i suppose, and i want to make the inner and outer circle unbuildable i hope that brings the balance a little back in PvT.
While testing, i was playing terran vs protoss and started both in top possitions.
When i got the expansion @12 oclock it was quite ez to just kill the lurker eggs and rush in his main base with vultures.(Just like Omni said)I think its a BIG balance isue ass well, Or would this favour any race?
Would removing the lurker eggs fix this problem ? or are the expansions at 6 and 12 even more easy to defend


Sorry my bad gramma that is!

BTW Is there a community that makes maps together?
I think it would be kinda cool to make a OWNAGE map/mappack with some good mappers.

Peace.




neobowman
Yeah, broodwarmaps.net is pretty much that big community.

Lurker eggs are easy to crack with tanks. Unbuildability in the paths would help a bit but it would be better to add some more bridges to the middle.

My advice is to get rid of the mineral onlies, and add gas expansions at each corner of the lowground.

Don't worry, I suck at playing too XD.



Here's an image of a similar map conceptually. It's actually made by the best foreign mapper there is (Testbug) and it has the same issue with the tightness so there's really not much you can do about it.
scv
Kinda funny this map was a 2 player map first:
Click to view attachment

I think the picture says it all
neobowman
Yeah, two player version looks horrible XD.
2 player maps generally don't work with 128x128 size.
scv
Some Day... ill make the most balanced map ever! wink.gif
Omi
I actually like the idea behind this map a lot. The circle design plays to Terran's style very faithfully, and I think that if you could open up more paths for Protoss, the balance could be shifted a bit. The resulting openness of the map would also benefit Zerg.

Example below:
scv
QUOTE (Omi @ Feb 3 2009, 01:41 PM) *
I actually like the idea behind this map a lot. The circle design plays to Terran's style very faithfully, and I think that if you could open up more paths for Protoss, the balance could be shifted a bit. The resulting openness of the map would also benefit Zerg.

Example below:

Thnx omni its become a little more clear now:)
Back entrance is now hold by 6 lurker eggs instead of 2,
Opened up some new paths
Made 4 new expansions for zerg to get ez 3rd gas
Planning to make a lot of stuff unbuildeable, but i start on that if its balanced
Click to view attachment
Omi
QUOTE (scv @ Feb 3 2009, 07:54 AM) *
Thnx omni its become a little more clear now:)
Back entrance is now hold by 6 lurker eggs instead of 2,
Opened up some new paths
Made 4 new expansions for zerg to get ez 3rd gas
Planning to make a lot of stuff unbuildeable, but i start on that if its balanced
Click to view attachment

Np.

EDIT: There are way too many minerals on the left and right sides, now. You should give those expansions NO MORE than 6 minerals each, plus the third gas.
neobowman
Hmm, 6 lurker eggs is still too little I think. Just look at plasma. 2 fac is still definetly viable.

Also, make sure your lurk eggs work. They are extremely hard to make properly.
scv
Yeah im gonna fix it, thnx omni again smile.gif

Neo, how many lurker eggs would make it balanced u think ? btw I dont find lurker eggs hard to place, my trick for this is to first put down lurker eggs not as unit sprites but as regular units, this allows u to place the eggs in the only way possible.(scmdraft2 my geuss is u guys work in this 2)
next step: zoom in 200 procent:D and put sprites over it. Peace of cake~

Im thinking of this type of lurker entrance, i think its quite ez to hold of an attack comming out from this tunnelClick to view attachment
neobowman
Well, because tanks outrange dragoons by a whole lot, choke points will only serve to delay slightly. I would take the lurker eggs out completely but if you want to keep them, just put as many in as possible.
Omi
QUOTE (scv @ Feb 3 2009, 04:50 PM) *
Yeah im gonna fix it, thnx omni again smile.gif

Np again, just git mah name right!
scv
Allright sorry Omi:D

I hope its quite balanced now, removed the lurker eggs deu the pathing isseu and the back door harras that was possible.
Added some more unbuildeable terrain, and fixed the minerals at the starting possitions.
Click to view attachment
Click to view attachment
Comments are always welcome ofcourse:)
KnightOfNi
Looks pretty good to me smile.gif.
scv
Ty.
Next map!:D
virLudens
this looks excellent

the newer version looks super nice esthetically
scv
QUOTE (virLudens @ Feb 9 2009, 12:08 AM) *
this looks excellent

the newer version looks super nice esthetically


thnx-_-
neobowman
Actually, imo, the deco is decent, but not really that good. Then again, I have high standards. You might want to post this on broodwarmaps.net.

Edit: Oh, you did. Nvm
Omi
Going off the version that I see here:

http://www.panschk.de/mappage/repdetails.php?repid=2953

The bases are not equal; the lower left and top right bases should have their minerals moved away from the edge of the map, so that mutalisks can have more room to maneuver when attacking SCVs. I also think that the bottom right's minerals are slightly too far from the map edge, being different from the top left.

Also, the naturals are a bit flawed, now that I see it. The gas can be tanked from outside the natural, and the small entrance can allow a quick Terran to completely bottle a player up. Right now, if a Terran pushes out and contains a Zerg or Protoss (Zerg especially) when the player doesn't have a 3rd base, the Terran will win every time. I recommend opening up the natural's entrance by shaving off a single isometric tile of high ground.

Otherwise, this map looks very excellent.
scv
yeah allrdy fixed the minerals, only to lame to update pic, im need to fix the natural tho, ill keep u updated. thnx for replying again
virLudens
QUOTE (neobowman @ Feb 9 2009, 03:45 PM) *
Actually, imo, the deco is decent, but not really that good. Then again, I have high standards.


I meant more as an overall theme/look rather than the little bits that make it pretty. The circle and patterns are easy on the eyes. ^^
scv
QUOTE (virLudens @ Feb 11 2009, 04:27 AM) *
I meant more as an overall theme/look rather than the little bits that make it pretty. The circle and patterns are easy on the eyes. ^^

Ha, i can deco this map into infinity, but i think it wont apply on this map, i dont know why, needles to say that it could use some more deco here and there, but im busy right now with my fulltime job and also making a deco pallete that should make decorating my maps a lot faster. maybe i revisit this map sometime for more deco, i just got the feeling its only a regular map. So not rlly worth al the work, when my head is full of other map idea's that could work out.

FLYING RAPTOR
how do you take a pic of the whole map like that? I could never get a screen of the entire map.
Omi
QUOTE (FLYING RAPTOR @ Feb 16 2009, 03:08 AM) *
how do you take a pic of the whole map like that? I could never get a screen of the entire map.

There's a function to do that in SCMDraft2, which you can get at http://www.stormcoast-fortress.net/.
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