New 4v4 map
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posted on April 13th, 2012, 3:18 pm
Hello everyone. First of all, sry for my bad English, I hope u understand at least a bit.
This is my new 4v4 map. I've put a lot of time and effort in it because I think that we don't have decent 4v4 map that is really balanced and interesting to play.
There are several problems with existing maps that I had on my mind creating this map:
1st: Symmetry - it gives false sense of harmony, aesthetic, proportionality and balance. Symmetry is not so bad by itself, but in 4v4 games that usually means that we have 2x 2v2 game. Symmetry is hard to balance, and the main reason for that are different players skills and racepicks). In that case we usually have "put the feds in front because of the turret system, and something behind" situation. Even worse - if we have same races, symmetry gives us typical "mirror" game which is usually boring to play.
2nd: Teamwork - If u ask me, that is one of the biggest problems in 4v4 games. Cooperation is the point of this games. Usually it exist between 2 or 3 players, but there are many games in which some players playin their own wars or going for personal vendettas. That leaves their teammates unprotected. This map has potential to play even that kind of games. There are space for solists if they want that to be without heavy influence on other players. Still... good teamwork is still desirable. U cant win by yourself.
3rd: Pathways - on every map, there are usually well known moving directions for every player. U don't even have to scout. From the base to first natural expansion, and then on... I've tried to make more options to expand. More options = more different strategies = more interesting game.
4th: Quitters/Leavers - sometimes is annoying when someone quits too early (yes, in some rare cases even I am that one, sry). I can't do anything about that, but I had that in mind when I did this map - it should be able to make some turnovers on it, so don't quit too early pls.
I've started with schketching on a piece of paper. That took me almost 2 days. I wanted to make 4v4 mix of DuelII, Broken Borders and Argus maps (which are probably the most popular maps in general), but with some changes and modifications. I've tried to achieve few things: depends on the starting place, every of the 4 players on one side has totally different experience. Gameplay, expansions and strategy are not the same for anyone. Some players are facing passages and nebulas, and some have a lot of space. Some have typical natural expansions that are easy to defend, some have more options to expand, but you will have to fight for it - AND YOU have to SCOUT A LOT.
Anyway, there is place for anyone. Corners starting points are not so demanding (but still totally different). Those 4 has their own natural expansions that are easier to defend. Perfect places for less experienced players, or the ones that don't have TS3. On the other hand two center spots (on every side) should be really interesting to play. U have to cooperate with your teammate from 1st sec because there are many ways to expand from that point and you have to know what U want right from the start.
Special thanks to Kamk and Jinx who helped me with some balancing/cosmetics issues.
There is only one thing left. To try it with 8 live players. Only then we can see how good or bad this map is.
Maybe it has some serious flaws.. You never know. I just hope it would evolve in the future.
C ya on the battlefield
This is my new 4v4 map. I've put a lot of time and effort in it because I think that we don't have decent 4v4 map that is really balanced and interesting to play.
There are several problems with existing maps that I had on my mind creating this map:
1st: Symmetry - it gives false sense of harmony, aesthetic, proportionality and balance. Symmetry is not so bad by itself, but in 4v4 games that usually means that we have 2x 2v2 game. Symmetry is hard to balance, and the main reason for that are different players skills and racepicks). In that case we usually have "put the feds in front because of the turret system, and something behind" situation. Even worse - if we have same races, symmetry gives us typical "mirror" game which is usually boring to play.
2nd: Teamwork - If u ask me, that is one of the biggest problems in 4v4 games. Cooperation is the point of this games. Usually it exist between 2 or 3 players, but there are many games in which some players playin their own wars or going for personal vendettas. That leaves their teammates unprotected. This map has potential to play even that kind of games. There are space for solists if they want that to be without heavy influence on other players. Still... good teamwork is still desirable. U cant win by yourself.
3rd: Pathways - on every map, there are usually well known moving directions for every player. U don't even have to scout. From the base to first natural expansion, and then on... I've tried to make more options to expand. More options = more different strategies = more interesting game.
4th: Quitters/Leavers - sometimes is annoying when someone quits too early (yes, in some rare cases even I am that one, sry). I can't do anything about that, but I had that in mind when I did this map - it should be able to make some turnovers on it, so don't quit too early pls.
I've started with schketching on a piece of paper. That took me almost 2 days. I wanted to make 4v4 mix of DuelII, Broken Borders and Argus maps (which are probably the most popular maps in general), but with some changes and modifications. I've tried to achieve few things: depends on the starting place, every of the 4 players on one side has totally different experience. Gameplay, expansions and strategy are not the same for anyone. Some players are facing passages and nebulas, and some have a lot of space. Some have typical natural expansions that are easy to defend, some have more options to expand, but you will have to fight for it - AND YOU have to SCOUT A LOT.
Anyway, there is place for anyone. Corners starting points are not so demanding (but still totally different). Those 4 has their own natural expansions that are easier to defend. Perfect places for less experienced players, or the ones that don't have TS3. On the other hand two center spots (on every side) should be really interesting to play. U have to cooperate with your teammate from 1st sec because there are many ways to expand from that point and you have to know what U want right from the start.
Special thanks to Kamk and Jinx who helped me with some balancing/cosmetics issues.
There is only one thing left. To try it with 8 live players. Only then we can see how good or bad this map is.
Maybe it has some serious flaws.. You never know. I just hope it would evolve in the future.
C ya on the battlefield
posted on April 13th, 2012, 4:54 pm
Very cool! Nice to see a new 4v4 map!
I do really like the setup. I reminds me of a couple of Warcraft 3 maps I played back in like 2002 when it was relatively new
I do really like the setup. I reminds me of a couple of Warcraft 3 maps I played back in like 2002 when it was relatively new
posted on April 13th, 2012, 5:44 pm
Well, I am ex War III player
ketchup_chips
posted on April 25th, 2012, 10:31 pm
looks cool, can't wait to try it out!
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