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First of all, i'm sorry if i missed a thread like this existing. However, with the release of Starcraft:Remastered i found interest in trying to create some melee maps as well. This thread should be a place to present new melee maps created by us, the community. More importantly, everyone is welcome to give feedback and criticism to improve the maps presented here.
If someone is interested in playing the maps, you can include download links and/or replays. Maybe this way we can have some fresh maps, and if someone likes to pick up new maps for his tournament, this is a place to go.
Please be civil and constructive. As i'm just starting out with mapping i'm far from creating perfect maps and i know it can be frustrating to get the hang of it.
Maps presented so far: (4)Sign Of The North [CoL_Darkstar] (2)Planet Claire [CoL_Darkstar] (2)Solaris [JungleTerrain] (4)Yin And Yang [CoL_Darkstar9 (4)Virus Meadow [CoL_Darkstar]
Other resources for maps:
broodwarmaps.net - most famous and complete database for custom maps
SCM Draft 2 on TL.net - useful editor to create advanced maps with custom ramps, sprites and more
please post your resource sites and links so i can include them here
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To start things of (sorry for the double post), here is the current map i am working on. I'd love to get some feedback by you guys.
(4)Sign Of The North 0.9(n)
![[image loading]](http://www.panschk.de/mappage/pics/4988.jpg) Download (4)Sign Of The North 0.9(n) Description: This is an attempt to create a standard map, start out with the famous Fighting Spirit layout and change things up a bit around the center and outer expansions. The reason for this was the kind of stalemate games that can occur because the 3rd gas bases on Fighting Spirit are so easy to defend. This map instead opts for a more open playstyle and risky expansions to take along the map. Correct use of high ground is key to defend your expansions as you push towards your opponent.
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I think the bases slightly above 6 oclock and below 12 oclock should be gas bases because they look very hard to protect. Other than that, looks fs where your 3rd isn't lock solid the second you take it before defilers so that is cool. I think it horizontal spawns will play vastly different than cross or vertical spawns but i don't know if that is a detriment. Cool map!
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I think you have grown a lot as a mapmaker already dark star, keep it up!
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I don't like anything that looks like Fighting Spirit. Can we move on to more interesting map layouts?
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It's not really like fighting spirit at all though. It will play very differently. People need to stop looking at the obvious visual similarities like tileset, and actually think about how maps play out pathing and expansion layout-wise :/
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On October 14 2017 02:37 iopq wrote: I don't like anything that looks like Fighting Spirit. Can we move on to more interesting map layouts?
just because you dont like it doesnt mean its not interesting you come across as very narrow minded
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I like your map. I find it more interesting than FS.
The chokes at natural expansion are really wide, it can be a little bit difficult to wall-in in PvZ. But Z will also have a harder time ti sim city.
The absence of the bridges will make a lot harder to defend initial pushes, giving more dinamic play.
I also like the little area of high ground in the middle. It is not too big to give a huge lead to the army sitting in the middle (you can go around), but if there is a battle in the mid you can retire there and try your luck.
There is a lot of space to manuver and generally you can alweys go around, i like it.
I have found just one error on the map. The the bottom starting location should be relocated more up, moving the minerals and gas too. The reason is that minerals finishes at the end of the map, so there in no space down. It can give a small imbalance from the top starting positions (and I think you are not looking to create that imbalance, because the rest of the map is perfectly simmetrical), and also it a little bit wired to click that near the corner of the screen.
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On October 14 2017 06:07 ajmbek wrote: I have found just one error on the map. The the bottom starting location should be relocated more up, moving the minerals and gas too. The reason is that minerals finishes at the end of the map, so there in no space down. It can give a small imbalance from the top starting positions (and I think you are not looking to create that imbalance, because the rest of the map is perfectly simmetrical), and also it a little bit wired to click that near the corner of the screen.
You're right! Thanks everyone. Will change the flaws and bits that aren't perfect.
Maybe some other people want to post some maps as well? Just thought it is sad there is no section for this on TL.
Here's a new map concept by me, still in it's beta stages.
(2)Damnation Valley 0.5
![[image loading]](http://www.panschk.de/mappage/pics/4990.jpg) Download
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i would be up for games on any (real) map of you guys xD i love playing new maps
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I found this one more chaotic and harder to leaern
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Here's a new one. I always wanted to create a badlands map because the tileset is somewhat underrepresented.
This map features Katrina-like main bases, which is something i always thought should have returned in the recent years. The rest of the map revolves around the center which offers different paths to either northern or southern expansions.
(2)Planet Claire 0.1 (n)
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Nice maps man. Sign of the North looks great. I play a lot of FS but the 3rds are super easy to defend as Terran IMO. So 3rds with more open space is a fantastic concept. Really would be interested in playing on that map! Nice work.
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Isnt gas on the bottom of the starting point ripe for needing 4 workers? Maybe im way off on this but i thought some maps with gas issues when it was on the bottom of the starting point.
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On October 25 2017 03:13 Sadist wrote: Isnt gas on the bottom of the starting point ripe for needing 4 workers? Maybe im way off on this but i thought some maps with gas issues when it was on the bottom of the starting point.
Nope you are correct. Gas on bottom is almost always suboptimal. One can make the argument that since both gases are bad then it is balanced, but the downside is that some players don't know this and still place 3 workers instead of 4 and they don't understand why it feels like their build doesn't have enough gas, or if you need an extra worker on gas then that means 1 less on minerals in the early game and these things can throw some people off their game since they are used to normal timings on optimal gas placements.
I think a bigger issue is that the starting location is tankable from the low ground and some wallins might be easier or harder depending on where you spawn.
Seems pretty easy to hold your third as a terran though.
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Here I wanted to put a map I made years ago but I want to see what some of you think;
(2)Solaris + Show Spoiler +
broodwarmaps.net link
Neo Forte-style main/nat setup. I made this before I even thought about debugging resources so if I remember correctly there are some bad paths in some of the mains and wouldn't be surprised if there are worse ones elsewhere.
Some of the main minerals are stacked i think.
Some ramps need debugging.
There is a neutral sunken colony where the eggs are.
Neutral gateway and neutral power generator behind the nats are stacked as well.
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On October 25 2017 05:01 JungleTerrain wrote:Here I wanted to put a map I made years ago but I want to see what some of you think; (2)Solaris + Show Spoiler +broodwarmaps.net linkNeo Forte-style main/nat setup. I made this before I even thought about debugging resources so if I remember correctly there are some bad paths in some of the mains and wouldn't be surprised if there are worse ones elsewhere. Some of the main minerals are stacked i think. Some ramps need debugging. There is a neutral sunken colony where the eggs are. Neutral gateway and neutral power generator behind the nats are stacked as well.
Hey JungleTerrain,
amazing details and decorations. However two things bug me: the first is the rather small main base on the rased pads. As much as like the refreshing main setup, i think especially terran and protoss will feel very annoying to play on these maps. Overall, the map feels very complicated to keep track of. I guess that's a choke only for small units? Makes pathfinding and rally points even harder vor Terran Players, i think this map might be a Terran nightmare. But this is just subjective and needs to be tested eventually. Maybe I'm wrong!
Edit: Here's a new one i came up with. Most important features are the 3 and 9 o'clock bases with the small stairs. Easy to take and defend in the early game, however they become very vulnerable to air attacks and siege positions in mid game as they are located near the center area.
(2)Yin And Yang 0.1(n)
![[image loading]](http://www.panschk.de/mappage/pics/5000.jpg) Download
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I have played a game on Sings of the north, will post the replay as soon as i can. Can you fix the mineral position in bottom bases plz?
Also, think about removing some rocks from the mineral only expansions. They are a natural 4th, but it is really really hard to defend them as you can play maximum of 3 cannons, witch is really low vs zerg.
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Small ramp on 'Ying and Yang' is different. The pathing would be annoying to say the least. Would be easily defend if you could take it though. Probably need a big drop or something to take it out. Getting units up there would be a pain.
Can't wait to check it out though. Thanks for these maps man.
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On October 26 2017 21:31 ajmbek wrote: I have played a game on Sings of the north, will post the replay as soon as i can. Can you fix the mineral position in bottom bases plz?
Also, think about removing some rocks from the mineral only expansions. They are a natural 4th, but it is really really hard to defend them as you can play maximum of 3 cannons, witch is really low vs zerg.
Thanks for the feedback. I actually edited the positions and some other minor tweaks and took the building problem into consideration for the mineral only base. There is an updated version of the map here. Can't wait to see your replay!
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