(4) Carkoon
Jun 19 2008, 5:26 am
By: The_Overmind_77  

Jun 19 2008, 5:26 am The_Overmind_77 Post #1



[Edit] Just updated, newer version.

Ok, so this is my first real attempt at a melee map ever. I tried to make it balanced and unique, but I know that I am no expert and there are many things I could probably work on.

I would love suggestions on how to make it better, aside from remaking the entire thing! I know some of you are notoriously brutal for melee map perfection and that is why I came here, for good suggestions, but then again please try to keep in mind I'm a noob and it's my first shot.
I worked a long time on it and I hope you think it is decent, I kind of sucked at the blending ramps but it's hard with desert!

One of my main concerns is that it may just be too big. Is this just me? Should I downsize it and squeeze into 96*96 or do you have suggestions on how I can usefully fill up space (if you agree)?

I really appreciate any comments and suggestions! Thanks alot!

Attachments:
(4)Carkoon (n).scx
Hits: 7 Size: 27.11kb
carkoon.JPG
Hits: 40 Size: 195.04kb

Post has been edited 2 time(s), last time on Jun 19 2008, 2:47 pm by The_Overmind_77.



None.

Jun 19 2008, 7:34 am BeDazed Post #2



Lets see... uh very barren. Gj for your first map though.



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Jun 19 2008, 11:28 am The_Overmind_77 Post #3



Yeah, that's probably because I chose to use too many sanddunes. Any suggestions on how I can add meaningful paths, flanking spots, etc?

Thanks for the comment!



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Jun 19 2008, 1:20 pm Symmetry Post #4

Dungeon Master

Is it meant for 1v1 play or 2v2 play? If it's for 2v2 play, there's not nearly enough resources on the map. Also, the middle is very boring. Try to spice it up with different terrains and doodads.



:voy: :jaff: :voy: :jaff:

Jun 19 2008, 2:49 pm The_Overmind_77 Post #5



In responding to a lot of empty center criticism, I updated the map with more doodads, a pushed-back north and south platform, and the addition of high dirt areas around the center.

I intend it to be primarily 1v1, although if you have any suggestions about some additional, yet subtle resource placement I would love to here it, I'm stuck as where to add more without it being awkward. Also, if you have any suggestions on path improvement or things you think would be better I would love to hear it! I'll stick your name in as a tester if you really help :P (even though no one will play it).



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Jun 19 2008, 7:41 pm yenku Post #6



Quote from The_Overmind_77
In responding to a lot of empty center criticism, I updated the map with more doodads, a pushed-back north and south platform, and the addition of high dirt areas around the center.

I intend it to be primarily 1v1, although if you have any suggestions about some additional, yet subtle resource placement I would love to here it, I'm stuck as where to add more without it being awkward. Also, if you have any suggestions on path improvement or things you think would be better I would love to hear it! I'll stick your name in as a tester if you really help :P (even though no one will play it).
People rarely ever play user-maps. I saw this on BWMN, and the first thing i thought was that if you want to improve pathing, battlefields, flanking, etc, you need to look at more maps. Browse the BWMN database, look at pro maps, "finished" maps, and just keep trying and youll come up with ideas.



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Jun 19 2008, 11:01 pm The_Overmind_77 Post #7



Thank you for the advice, I'll start looking. Some maps are just so brilliantly made that I'm like "wtf I'll never think of that!". It takes a special breed...



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Jun 20 2008, 12:20 pm BeDazed Post #8



It's just a difference in experience. Just do more, and you get better.



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Jun 20 2008, 3:44 pm Koltz Post #9



Quote from name:Killer_Kow
Is it meant for 1v1 play or 2v2 play? If it's for 2v2 play, there's not nearly enough resources on the map. Also, the middle is very boring. Try to spice it up with different terrains and doodads.

2v2 games are low-eco, beyond the main and nat, i dont really see any other expansions being used :|



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Jun 21 2008, 5:04 am The_Overmind_77 Post #10



Thanks for all of the input guys! If you have any other comments I would love to hear them. Overall, I guess I'm satisfied with this attempt at a map. I'm already trying to brew new ideas for another one...



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[05:21 pm]
NudeRaider -- Oh_Man
Oh_Man shouted: NudeRaider yeh thts straight up cheating
the mutas yes, the wraiths probably not. Have you even watched the video? ;)
[12:56 pm]
Oh_Man -- NudeRaider
NudeRaider shouted: Oh_Man Artosis hasn't caught on how devastating the perfect focus fire is. With the mutas he was like "the Mutas always seem to have less hp than against a human". But he didn't notice that the flock he had selected always just had one muta that was hurt. Same with the wraiths here. He's talking about how valks+wraith is gonna destroy Pluto's valks, then 5s later he's dumbfounded the human player's air is just gone and he never figured out why. And for some reason didn't even think to go back and look at the battle.
yeh thts straight up cheating
[12:24 pm]
Oh_Man -- arty's done another vid. he's also announced he's going to organise showmatches with pro, with NO maphacks, so we can see its actual capabilities
[10:09 am]
NimoStar -- It can by playing the same map thousands of times. It is similar to AI speedrunning games
[2026-9-23. : 2:30 am]
Symmetry -- I dreamed about that as a kid. The idea of a computer capable of analyzing a starcraft map and calculating the fastest possible way to hit the victory condition
[2026-9-23. : 2:29 am]
Symmetry -- But can AI beat my custom maps?
[2026-9-22. : 12:32 pm]
Oh_Man -- yea APM vs eAPM
[2026-9-22. : 8:48 am]
NimoStar -- plus most of the human APM is just spam clicking APM inflation
[2026-9-22. : 8:47 am]
NimoStar -- the thing with the "*12" thing is completely misleading. The AI isn't using two control groups, it can use each of those actions to command a single unit individually and issue different commands to each single unit.
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