Mappers, please read this - Page 3

Mappers, please read this

Discuss maps & map creation - from concept to execution to the ever elusive release.

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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: Mappers, please read this

Post by hunterw »

SirArtturi wrote: To be honest, while I like the feel and look of your map Hunter, I dont like how it plays. Heights are too high to play with *A mods. It feels just too heavy. As also, out from the issue, Talus is "too big" and separates the gameplay being areal 1v1. Now, the winner of this 1v1 can easily rape the rest of the team. Ok, now prove me I'm wrong and argue that I really haven't played this map etc...
what
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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: Mappers, please read this

Post by hunterw »

SirArtturi wrote: To be honest, while I like the feel and look of your map Hunter, I dont like how it plays. Heights are too high to play with *A mods. It feels just too heavy. As also, out from the issue, Talus is "too big" and separates the gameplay being areal 1v1. Now, the winner of this 1v1 can easily rape the rest of the team. Ok, now prove me I'm wrong and argue that I really haven't played this map etc...

Of course you can play around with max and min heights, that still doesn't dissolve that more your map has height, the more the slopes becomes steeper, and more your units having hard time to move, and the more static the gameplay comes.
im not quite sure what the argument(s) are here, but gameplay on talus is anything but static. the cliffs and ridges may falsely give you the impression that the map turns in to a porcfest where units have a hard time maneuvering and flanking chokepoints, but playing the map you'll find that the opposite is true.

the ridges and cliffs and slopes aren't just obstacles, virtually all of them are designed as flanks for kbots to use to get around chokepoints. that being said, the map chokes up more than a flat map, but there are already infinity of those. talus is slower in terms of unit speed, but vehicles and kbots are both equivalently useful throughout the map, which is damn hard to achieve in BA without just making separate areas for each.

the "one teammate down = team is screwed" applies to maps like altored, where the teams have no chokepoints between their start positions. talus is not like this.

the main criticism of talus is the 2v1 that regularly occurs to the NW and SE spots, affectionately referred to as the bitchspots. thing is, bitchspots have by far the closest metal. they are corner spots, and they are high-altitude. neddie actually predicted that this spot would predictably rape the lowground, and although the opposite is true, its not an impossible spot to play by any means. it really forces teamwork, which is a reason it's not very popular.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Mappers, please read this

Post by Pxtl »

I don't think I've played this map, and now I really, really want to.

I always think that too few maps use the Starcraft feature of putting chokes between all bases, not just the opposing teams.
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JohannesH
Posts: 1793
Joined: 07 Apr 2009, 12:43

Re: Mappers, please read this

Post by JohannesH »

Its a cool map, best with 4 or 6 players imo. Theres all kinds of strategies viable, especially air is strong, and you really cant porc every choke on a timely schedule. It really puts more emphasis on scouting and tech choices than most maps.
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