creative blockage, need feedback.

creative blockage, need feedback.

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

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Which version would you like to see?

Version 1
1
25%
Version 2
0
No votes
Modified Version 1
0
No votes
Modified Version 2
1
25%
Both! Mappack ftw!
2
50%
 
Total votes: 4

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hrmph
Posts: 1054
Joined: 12 May 2005, 20:08

creative blockage, need feedback.

Post by hrmph »

Have you ever worked on a map for awhile and just don't have any idea what to do with it next? Well thats how I feel right now, I'm not sure if I want to change the map drastically, I'm not entirely sure which version to use. It is like this map has struck some heavily indecisive nerve.

So I need some feedback. At first I intended for the map to be all land with water features separating certain areas. It is 16x8 btw. These pics are from this version of the map.

http://infinity.iamacup.com/screens/screen093.jpg
http://infinity.iamacup.com/screens/screen094.jpg

Then the more I looked at that middle area the more I disliked all those chokepoints. So I did something extremely drastic (that ironically enough added to the number of chokepoints for ground units) that made naval warfare feasible (although risky). These pictures are from this version of the map.

http://infinity.iamacup.com/screens/screen095.jpg
http://infinity.iamacup.com/screens/screen096.jpg (bumpmapping ftw! :)
http://infinity.iamacup.com/screens/screen097.jpg
http://infinity.iamacup.com/screens/screen098.jpg

Note: In the most recent version I reduced the height by 100 or so. There it is... I'm thinking about using version 2 and redoing the two ends of the map completely and keeping the middle area like it is. Any comments?
Last edited by hrmph on 09 Aug 2006, 19:48, edited 1 time in total.
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

How about a hint of Grass on the Waterborders Just a hint, not even visible to the eye, just to subconsience.

Or how about Molten Black Glassshards (after Nukeimpact), Tracktrails in the Sand or a long Meteor impact (with a Crater on the End, in which you put in a Stone) - or if you have to much time, cut the Water, make a Skybox with the Whole Map on a small Stonecliff, in a giant Canyon.

Tactical Sugestion: Make a Small bridge in the Water-Connected Version that is easy destructible and Restoreable (Typemap) - put Much Metall on it ( Makes it a CenterRushMap, were you can let the Center Vannish with two Spiderbombs, but must guard it....

More Suggestions on Request :wink:
Smoth Sailing
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

oh no, Mapper's Block :P.
That looks like an interesting layout. If you want a suggestion, I'd meld the two middle arms on the ends of the map together to make an area where you can build an actual base. That is, unless the point of this is to force you to go into the middle or the water.
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Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

First one.
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

I'd say first, but that might just be me thinking it will be similar to my current map... But as yours is smaller I should not let that affect my judgement. Sill... I like the first more I think...


Have you thought of maybe removing the last chokepoints on the edge (in the middel area :-) ). Then players would be force to go down into the middel via thge ramps and then back track around the sides if they wanted to move alot of units.... but you could still nip a few down the middel... would then not have such a choke point in the middle.

aGorm
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Comp1337
Posts: 2434
Joined: 12 Oct 2005, 17:32

Post by Comp1337 »

first one, but make the middle a broad chokepoint, remove some water there.
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Quanto042
Basically OTA Developer
Posts: 778
Joined: 22 Feb 2006, 03:01

Post by Quanto042 »

I say do 'em both!
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