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After you followed my tips it looks even more like a SC2 map.
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Great, though you made one mistake. The ore behind the cliff at top right middle should be closer to the cliff at the bottom, use the hide tileset tool to hide the cliffs and paint behind them. Idea is that players at the top of the cliff can harass that ore.
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Thought of a few more things, as middle looks a bit annoying to expand to.
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Nice, looks good, only thing that's missing is some sparsely spaced trees and better terrain texture. Paint some random trees with the tree tool here and there so Allied players can use their Mirage Tanks a bit easier, though avoid any clumps of trees. The flat ground without any cover otherwise makes the soviet Rhinos reign supreme. For texture just pick some dark grass and tile size 1x1 then paint around the grass areas while holding shift (continuous placement). Around cliffs use rough grass texture. Almost looks like a professional grade map though. On 2nd look the second level ore patches are too small compared to start location there seems almost no incentive for players to expand there, should remove some ore from main patches and then add it to the second level expansion area.
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Add more ramps at player bases to make those areas easier to manage. Move gems closer to players so they can choose to harvest them early game for a faster start. Add ore instead of those gems to add 2nd stage expansions before moving to middle. Add gems in the corners to bring more focus to those parts of the maps in the late game, then players can choose to be draw out for more resources or stick together in the middle for the ore. Remove some trees around the cliffs to improve movement and allow players to harass the gems in the corners or to use the backdoor ramp for the side plateau.
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People have used waypoint grids on maps to measure or plan layouts quite easily and also using copy and paste to make terrain helps a lot.
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Render a larger preview so I can draw on it! 😉
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Would need to play test it as with all maps. Visual based balance suggestions are just guesses. Join this discord and get some pro players to play it with you. https://discord.gg/z6bRD7j Larger ramps for main entrances to the player bases, middle plateaus and side plateaus. All your ramps are the same size, ramps affect gameplay a lot, for example how easy it is to defend and lock down an entrance to an area. Having small back door ramps and large front entrances makes games more interesting, they control the flow of the game and what options are available to players. Design them with gameplay in mind, if you put lot of resources in an area of the map you should keep the area accessible so players can easily attack those areas and deny the opponents those resources. Design high risk and low risk areas to add interesting dynamic to your maps. Mirrored / Symmetrical maps are easy to balance and are generally quite popular. Save yourself the headache from taking this advice.
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Still too flat, stop ironing your maps! 😏
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Ground looks too flat, deform it a bit.
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Game 9/9 of Marko vs Matt.
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@Ferret CLEAN-UP ON ISLE 5. (Can you remove the overly dramatic spam from this thread please?)
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Game #8 between Marko & Matt online now.
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No they don't.
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Yes, Yuri has a hard time capturing distant Tech Structures due to a lack of transport and having to slowly walk engineers to their target.