My first map with a real work...
I'd like to have comment of other map makers to improve and improve my skills...



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How the fuck is a road overpowered? I spam road and win?JAZCASH wrote:
- Is the typemap on the road still the same? Cause if it is, it's way too OP.
When units travel almost twice the speed it seriously screwed with the balance, realism and seriousness of the map. Have you even tried it? Seriously, there's no stopping a nice pack of scouts or flash in early gameplay when they can travel that fast.JohannesH wrote:How the fuck is a road overpowered? I spam road and win?JAZCASH wrote:
- Is the typemap on the road still the same? Cause if it is, it's way too OP.
You don't have to change gameplay by making it more natural. It's just when everything is a set specific height with no noise or anything, it's boring a doesn't show a lot of work went into it.PtiGeo wrote: For the unnaturel look, I really have to balance between gameplay and realistic terrain... I dislike place where you can t build like in some dsd start spot...
I tried it quickly singleplayer, havent played on it. But whats so bad that theres a high speed (1,8x) road at 1 spot?JAZCASH wrote:When units travel almost twice the speed it seriously screwed with the balance, realism and seriousness of the map. Have you even tried it? Seriously, there's no stopping a nice pack of scouts or flash in early gameplay when they can travel that fast.JohannesH wrote:How the fuck is a road overpowered? I spam road and win?JAZCASH wrote:
- Is the typemap on the road still the same? Cause if it is, it's way too OP.
Look if you haven't played a game on it then please just stfu. The road just ruins the game when the typemap is like that. A speed boost I agree with but when you have Flashes and scouts etc traveling faster than air it gets a bit silly. Units come at you like missiles and you can't really stop them unless you dt the whole thing up quite a way away from your base and even then they still pwn.JohannesH wrote:
I tried it quickly singleplayer, havent played on it. But whats so bad that theres a high speed (1,8x) road at 1 spot?
Theres no stopping the scouts or flash from doing what exactly? There isnt much mexes close to the road. Even if enemy manages to drive by your army with the road, should still be quite possible to stop them from doing much. It doesnt force you to use 1 predefined strategy in any way, just try and find clever ways to exploit the road.
I agree with most these points. However, I think maps like DSD aren't a great example of an ideal map. Maps that get my utmost respect are maps which allow for teamplay, without encouraging porcing, teching and the like because of the meatshield effect. The meatshield effect usually only applies to maps where there's more players on it than there are meant to be, but if you design a map like DSD for 16 players, then you've made a mistake.SirArtturi wrote:Well, there's definitely a lot to improve, but for the first map it seems quite good!
Some points beside other comments:
-Really big plus for taking the screenshots! I've argued with some newcomer mappers about this but they still seem to ignore this very essential part.
-Smaller plus for simplicity and symmetry. You are not overdoing it...
Then some negative things:
-The concept does not drive to teamwork but rather to separated duels. If this is truly your goal, then it's ok, but if you really seek for an intensivel teamplay map you need to design it in a way that the different parts of the map can interplay eachother.
-One way to achieve this is simply by making your map rectangular so that the allies are very near each other. DSD is good example...
-Seems like you are using pretty low resolution textures. Makes the landscape look quite blurry.
-Your simplicity is too obvious. It all looks very artificial, you need to do some artistic tuning: break some edges, add some noise, vary the texture etc...
DSD is very good example. Its for 10 players max... Im not talking about overcrowded games, you should know that...JAZCASH wrote: I agree with most these points. However, I think maps like DSD aren't a great example of an ideal map. Maps that get my utmost respect are maps which allow for teamplay, without encouraging porcing, teching and the like because of the meatshield effect. The meatshield effect usually only applies to maps where there's more players on it than there are meant to be, but if you design a map like DSD for 16 players, then you've made a mistake.
Nigga please. If you have played this few times doesnt really make you more educated in it at all when talking of a feature thats very obvious from just looking at it. How is it supposed to be both newb trap-like and OP anyway? You really can stop units coming, just keep close guard with your own tanks on the road, ready to attack or just defend, and dont let go of that position. Or get some mine planted there, or whatever. Sure its not easy to keep it consistently blocked but not impossible either.JAZCASH wrote:Look if you haven't played a game on it then please just stfu. The road just ruins the game when the typemap is like that. A speed boost I agree with but when you have Flashes and scouts etc traveling faster than air it gets a bit silly. Units come at you like missiles and you can't really stop them unless you dt the whole thing up quite a way away from your base and even then they still pwn.JohannesH wrote:
I tried it quickly singleplayer, havent played on it. But whats so bad that theres a high speed (1,8x) road at 1 spot?
Theres no stopping the scouts or flash from doing what exactly? There isnt much mexes close to the road. Even if enemy manages to drive by your army with the road, should still be quite possible to stop them from doing much. It doesnt force you to use 1 predefined strategy in any way, just try and find clever ways to exploit the road.
The road leads all the way from one side of the map to the other so units can just travel past as much def as they like straight into the back of players bases. Fun as it may be, it's just a novelty, "OOO LOOKEE AT MAI FAST UNITS" newb trap kinda thing.
Seriously, stop making thought up judgements just for the sake of it.
I'll have to disagree with you there. How do you get a good idea of how units play on a typemap just from looking at a texture?JohannesH wrote: Nigga please. If you have played this few times doesnt really make you more educated in it at all when talking of a feature thats very obvious from just looking at it.
why do you have to respond to everything, you don't even know what your talking about. Try playing the game first.JohannesH wrote: Nigga please. If you have played this few times doesnt really make you more educated in it at all when talking of a feature thats very obvious from just looking at it. How is it supposed to be both newb trap-like and OP anyway? You really can stop units coming, just keep close guard with your own tanks on the road, ready to attack or just defend, and dont let go of that position. Or get some mine planted there, or whatever. Sure its not easy to keep it consistently blocked but not impossible either.
Theres nothing wrong with having something thats just a novelty. If you dont like it, thats cool, but dont say its somehow inherently broken.