SalemBay Beta

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SalemBay Beta

Postby Molotow » 27 Oct 2014, 12:37

My first attemtp at a map. It's a 4v4 10x10 map.
This is an early betaversion. Still allot of visuall work to do, but I feel it's ready for testplays. Any feedback will be appreciated.
It's in the mapvault under salembay.
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Re: SalemBay Beta

Postby Lionhardt » 27 Oct 2014, 13:26

I like it. The layout is good too. Pretty rough around the edges still though. You need to make the terrain details look more natural. Try to get rid of all the sharp edges on the plateaus. And you need to place the decals more exactly. They look very sloppy still.

But all in all pretty solid for your first map.
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Re: SalemBay Beta

Postby Molotow » 11 Jan 2015, 03:16

New vresion of Salembay is up for playtesting. So go play it leave me some feedback!
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Re: SalemBay Beta

Postby Aulex » 11 Jan 2015, 03:32

Looks interesting from a team game perspective. I haven't played it yet, but i'm just looking at it in sandbox. I think the mex spread is quite nice, close bases on both top and bottom which is quite nice. There is a lot of reclaim though which will promote turtley play for the back and mid player and possibly t2 rushing for top and bottom players. Conceptually i like it, but i do agree with lionhardt, it could look better.
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Re: SalemBay Beta

Postby Molotow » 12 Jan 2015, 11:15

Thanks for the feedback Aulex, Lionhardt. I'll be updating the esthetics as I go along, but there are still allot of things about the mapmaker that elude me.
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Re: SalemBay Beta

Postby Ithilis_Quo » 13 Jan 2015, 22:09

Wow, its look perfect !

only think what i was loking that can be from my perspective change is place on edge with mexes, it is green but its still mountain and its not posible to build on that place, because that place is not flat enought. Cant make it more flat, as a ideal place for nuke with shield on edge of map?

i mean this one->
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Re: SalemBay Beta

Postby Vee » 13 Jan 2015, 22:46

Nice map, anybody who wants to test this out? I think it could also be quite nice for 2v2 or even 1v1 if you are crazy :D

I agree with aulex about the reclaim, I'd remove some of the wrecks. Otherwise the entire game is about who gets that mass, and on such a new map it will take a while for the perfect meta for getting that mass to develop. If you want your map to be successful you want to make the first couple of games that people play on it already fun and not too one sided. This applies to almost any map, I haven't seen a map that's made more fun by huge mass in the middle between players.
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Re: SalemBay Beta

Postby Vee » 13 Jan 2015, 23:08

p.s. The slots are bit strange, neither top vs bottom nor left vs right nor even slots vs odd slots produces the matchup that you probably intended.
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Re: SalemBay Beta

Postby Ithilis_Quo » 14 Jan 2015, 01:13

it looks better as 3v3 map, the one slot is too far from otheres, but dont play it yet so maybe not.

and about mount of reclaim on middle. Its hard to say..actualy its about 4,5K mass in middle, what is divorced to 2 "separate" middle groupe, where would be enought send one acu from each team and can in safe take all reclaim for team. And will bring some potencial agresive gamepaly from start. But it will probably end as wonder whith are played whiteout omni, more as with.

with less middle reclaim it would be probably better. And air player have probably too many Mexes, its simmilar map as wonder, but here is easier make strong air. What would be too dominant, and rape all other gameplay
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Re: SalemBay Beta

Postby Molotow » 14 Jan 2015, 03:58

Aight so after a few playtests I think I've caught the major issues. As ithilis said I might need to nerf airslot a bit, but that remains to be seen. There are a few higtmapissues to be sorted out.
1) Making the islands a bit bigger so transports can drop without issues.
2) Fixing the higtmaps in the back so engies can't stroll off the plateau.
3) Flattening the area around the sideplayerbases so that players can build without to many issues and terraforming.

beyond that I'm thinking of reducing the amount of mass in the middle so something not to silly. Any recs on the amount of mass that should be left there? I'm thinking in the 2-3k region but might cut it even further in the future.

Thanks for all the feedback guys! Makes it more fun to make maps when I get feedback :ugeek:
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