Bowtie 16x16
Moderator: Map Officer
44 posts
• Page 2 of 3 • 1, 2, 3
Yeah that's definitely a more standard path style, like you would see in the current maps. But Pez totally has my back now, the bowtie and diagonals work together pretty well. I'll give it another shot with your picture (thanks Pez).
Re: Bowtie 16x16
I've further cleaned up the raster and path image, and changed the path itself so that there are no diagonals. Instead the path doubles back on itself for one segment, which seems just as good. Please keep commenting and giving suggestions, I am willing to keep trying to improve this map =)
Re: Bowtie 16x16
Map is still bad and wont be accepted.
Re: Bowtie 16x16
Hi
You did not decide on the right if the map is taken or not!
Have you ever ever even created a map!
Think that's good to give some people the trouble and create some maps!
MFG Mag
You did not decide on the right if the map is taken or not!
Have you ever ever even created a map!
Think that's good to give some people the trouble and create some maps!
MFG Mag
Re: Bowtie 16x16
Google translator? I didn't decide, I've just spoken it out.
Re: Bowtie 16x16
Magneto, I don't know what you mean. My first post says this is the first map I've tried to create, so yeah this is my first attempt. I don't know what you mean if I decided if it is taken. If you're talking about the path originality, I've checked all the maps and mine is different and original, I did not copy any other map style.
And manuel, thanks so much for your input, I'll keep that in mind.
And manuel, thanks so much for your input, I'll keep that in mind.
Re: Bowtie 16x16
@Chadworthy: Magneto criticised Manuel, because he has not the authorisation to say that a map will be added or not. So this message was not personally mentioned to you.
@Manuel: Please try to be productive, say what you like and tell us what you dont like. Otherwise your opinion is useless.
@Manuel: Please try to be productive, say what you like and tell us what you dont like. Otherwise your opinion is useless.
Re: Bowtie 16x16
Okay I didn't understand, thanks for clearing that up, and thank you Magneto =)
So, what do you guys think of the improvements? I did away with the diagonals and made the path pretty clear, which allowed for the path lines and raster lines to be pretty clean too. I can change any of the colors like background and the lines. I also added arrows to show what direction the creeps are coming from. Getting better? =)
So, what do you guys think of the improvements? I did away with the diagonals and made the path pretty clear, which allowed for the path lines and raster lines to be pretty clean too. I can change any of the colors like background and the lines. I also added arrows to show what direction the creeps are coming from. Getting better? =)
Re: Bowtie 16x16
two separate issues,
1) the map: I like it, it is different. However, until it is playable I can't speak to how easily/hard it will be to defend early on. I would gather that is where the test server comes in
worst case scenario it could become an "extreme map". As far as the evolution of the map, it is much better. Something about the grid, and the path though. they seem to blend together. also along the edge; is the path up,up,down,right ,down or is it up, up, diagonal right/down, down? (using the first turn around as an example)
2) manual: Understand the right of your opinion and I actually appreciate your frankness. However, as you have done to a few of my maps, your frankness doesn't lend to making things better. If you say it sucks, please elaborate, why does it suck, what would you suggest to make it better?
You mentioned in another thread that you don't make maps, and that you don't have to make them in order to criticize. I couldn't agree with you more. Those that can, do. Those that can't do, teach. Those that can do neither, criticize.
1) the map: I like it, it is different. However, until it is playable I can't speak to how easily/hard it will be to defend early on. I would gather that is where the test server comes in

2) manual: Understand the right of your opinion and I actually appreciate your frankness. However, as you have done to a few of my maps, your frankness doesn't lend to making things better. If you say it sucks, please elaborate, why does it suck, what would you suggest to make it better?
You mentioned in another thread that you don't make maps, and that you don't have to make them in order to criticize. I couldn't agree with you more. Those that can, do. Those that can't do, teach. Those that can do neither, criticize.
Re: Bowtie 16x16
Thanks for the awesome reply Flipper!
Yes, I have no idea how difficult this would be either, I fear that the lack of "optimal" tower positions may make it too hard, but I really can't say yet. My thoughts when making this map were that you would need to spend more money at the beginning to defend, making the income increase slower. The lower income might lead to a longer beginning, but the lack of tower space should wrap things up quicker towards the end of the game. That's how I intended it, no idea how it will actually handle, but hopefully something like that.
I do see that the path and grid blend together, maybe I can make the grid a lighter shade of gray? Or define the outer edge of the path with a darker line?
And I think I get what you are saying, it is "up,up,down,right ,down" as you said. There are no diagonals along the edges now.
Yes, I have no idea how difficult this would be either, I fear that the lack of "optimal" tower positions may make it too hard, but I really can't say yet. My thoughts when making this map were that you would need to spend more money at the beginning to defend, making the income increase slower. The lower income might lead to a longer beginning, but the lack of tower space should wrap things up quicker towards the end of the game. That's how I intended it, no idea how it will actually handle, but hopefully something like that.
I do see that the path and grid blend together, maybe I can make the grid a lighter shade of gray? Or define the outer edge of the path with a darker line?
And I think I get what you are saying, it is "up,up,down,right ,down" as you said. There are no diagonals along the edges now.
Re: Bowtie 16x16
Here are some points, why the map is currently not added:
1. Design
2. Path
I do not know if it is possible to generate a good path in the bow tie.
1. Design
- the path does not stand enough from the background
- the bow fly is not plastic enough
- the blackground looks a bit bleak (not enough colours or not the right colours)
2. Path
- no good deffspots
- no great variation of playing possible (who attacks wins!)
I do not know if it is possible to generate a good path in the bow tie.
Re: Bowtie 16x16
We could add stops in the middle of the map, which would make it easier to deff the creeps.
Re: Bowtie 16x16
Yeah that would be good. How long should the stop be? Or should they just do a few circles in the middle?
Re: Bowtie 16x16
give me some minutes I'll make a newath
"Have no fear of perfection; you'll never reach it."
Re: Bowtie 16x16
I made a new path. But this one has basically the same problem as the one of core had. The tie character get's lost a bit. Altough i did my best to keep it. My main concern at the moment is the path. I know, that the design isn't good enough at the mom, but first of all let us find a path most like.
"Have no fear of perfection; you'll never reach it."
Re: Bowtie 16x16
Path should be ok! Now improve the design!
Re: Bowtie 16x16
If the path should be that visible, you can leave the bowtie away.
Re: Bowtie 16x16
Perhaps many small bowties?
Re: Bowtie 16x16
manuel wrote:If the path should be that visible, you can leave the bowtie away.
Normally i don't want to have the same opinion as you, but i think that this time you're right. Don't think that there is a real way to make the path suite better to the bowtie, but for now i won't give up and find a way.
"Have no fear of perfection; you'll never reach it."
Re: Bowtie 16x16
First of all thanks so much to everyone for your input, I value it all.
Pezinator, the path you designed is definitely a more playable path, and I like it better, but it doesn't fit the bowtie, which has been the problem. When I first designed the original path I liked the symmetry of it, but looking back it wasn't good. I think I came up with a pretty good path just now, check it out, I think it is a big improvement. It gives good places for towers, makes the map not too short or too long, and the best part: it looks good on the bowtie!
Pezinator, the path you designed is definitely a more playable path, and I like it better, but it doesn't fit the bowtie, which has been the problem. When I first designed the original path I liked the symmetry of it, but looking back it wasn't good. I think I came up with a pretty good path just now, check it out, I think it is a big improvement. It gives good places for towers, makes the map not too short or too long, and the best part: it looks good on the bowtie!
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