Paradise Corners
Greetings sc2mapster community,
Before everything, I'd like to declare that the is the VERY FIRST map I have created, ever. I got bored since SC2 Beta P1 when down, and decided to play around with the Map Editor one day (enjoyed it more than I expected). So please cut me some slack if it's horrible, hahaha. I'm a big fan of two map makers: irninja and monkh
It's a small map with lots of high grounds to take advantage of. Each high-yield expansions has two RICH vespene geysers, making them extra valuable, but are quite difficult to defend as a result of the surrounding by ledges. While most of the maps is somewhat barren, there are two expansions tucked away in the NW and the SE corners where plant lives seem to be thriving (hence the name of the map)
Please provide me with feedbacks so I can improve this map. I understand it might need some balancing, additional textures and geographic eye-candies, so ideas are highly appreciated. I have a few map designs in my head, but I think I still lack the skills to bring them out onto the editor.
Much thanks!
Tissu3
Actually, there is a way to get to enemy base without having to destroy rocks. How else are you gonna scout? Haha. The rocks only block up a shortcut across the map and make the gold expansion less accessible.
The expansion in the middle is supposed to be used as a last straw if the game lasts too long. I made the gas geyser high-yield to make it worthwhile even if the expansion is set up only for a short time.
I would suggest cutting back on the rocks...there isn't one way to the enemy base that doesn't include having to destroy rocks.
Also, the middle expansions are way too open making it nearly impossible to defend.
Oh, I have applied foliage to the map, but it just doesn't show up in the exported preview image. Are those the doodads you're talking about, xinehp?
Cool, I fixed the cliffs. I‘ll keep this hotkey in mind next time!
Yea I know, the map looks very generic and dead. Im not really experienced with the program, still trying to figure out how to do the crazy scenic effects those official maps have. Its my first map after all, haha. Gonna work on that next.
I left the giant space in the middle kind of as a battle field. I noticed that a lot of maps capitalize on choke points, high-ground advantage, and whatnot. I find those maps kinda puts zerg units (especially the ultralisks) at a disadvantage. So I left the space open for zerg players to use to surround the enemies. A watchtower wouldnt be necessary as each of the existing ones can see half of the mid-field already. Besides, putting a watch tower there would defeat the purpose of having the tall grass in the middle. =(
Thanks for the pointers!
In the editor, press shift + I, then redo your cliffs. That lets different types merge unto eachother.
There isn't much.... style... to the map. It looks plain and inorganic, you should look at the number and placement of doodads in Blizzard maps and try and imitate that.
Perhaps put a xel-naga in the middle? big, empty space never does any good.