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FlopTurnReaver's Melee Map Thread

Forum Index > SC2 Maps & Custom Games
Post a Reply
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
Last Edited: 2010-10-02 17:31:28
July 28 2010 04:08 GMT
#1
[image loading]

Right for the release of SC2 I'm putting out my own map thread (finally). I'm also gonna upload a pack with everything in it asap. Well what's more to say.. enjoy and feedback is greatly apreciated as always

SC:BW Conversions


(3) Tau Cross Uploaded on US
+ Show Spoiler +
Overview
+ Show Spoiler +
[image loading]

Features
+ Show Spoiler +
Players: 3
Size: 132 x 132
Starting Locations: 5 o'clock / 9 o'clock / Bottom Right
Expansions: 6 Normal, 3 High Yield (Blocked by Destructible Rocks)

Pictures
+ Show Spoiler +
[image loading]
Overview

[image loading]
Top Right Main Base + Natural + High Yield

[image loading]
Natural Expansion of 9 o'clock Base

[image loading]
High Yield Expansion at the Bottom Right

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Center with Watch Tower

Upcoming Changes:
+ Show Spoiler +
-


(3) Great Barrier Reef Uploaded on US
+ Show Spoiler +
Overview
+ Show Spoiler +
[image loading]

Features:
+ Show Spoiler +
Players: 3
Size: 144 x 144
Starting Locations: 12 o'clock / 4 o'clock / 8 o'clock
Natural expansion has one mineral patch only 60 minerals worth.
The sides are blocked with minerals which have to be mined out to get passed.

Pictures:
+ Show Spoiler +
[image loading]
Overview

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12 o'clock base with Natural

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4 o'clock base with Natural

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8 o'clock base with Natural

[image loading]
Double expansion / Mineral walls at 6 o'clock

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Center with Watch Tower

Upcoming Changes:
+ Show Spoiler +
Adjustements at the Base Sizes

(2) Heartbreak Ridge Uploaded on US & EU (TSI Heartbreak Ridge)
+ Show Spoiler +
Overview
+ Show Spoiler +
[image loading]

Features
+ Show Spoiler +
Players: 2
Size: 132 x 100
Starting Locations: 3 o'clock / 9 o'clock
Expansions: 9 (1 High Yield blocked by Destructible Rocks)
One Mineral patch in the corner of top right and bottom left worth 25M as blockage.

Pictures
+ Show Spoiler +
[image loading]
Overview

[image loading]
Main Base + Natural

[image loading]
3rd Base

[image loading]
4th Base

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Mineral Onlyonegas Expansion

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Center High Yield Expansion

Upcoming Changes:
+ Show Spoiler +
-


(4) Neo Requiem
+ Show Spoiler +
Overview
+ Show Spoiler +
[image loading]

Features
+ Show Spoiler +
Players: 4
Size: 142 x 132
Starting Locations: 12 o'clock / 3 o'clock / 6 o'clock / 9 o'clock /
Expansions: 8 Normal, 4 High Yield (Blocked by Destructible Rocks)

Pictures
+ Show Spoiler +
[image loading]
Overview

[image loading]
8 o'clock high yield expansion

[image loading]
9 o'clock Main Base

[image loading]
Bottom Right 3rd & high yield expansion

[image loading]
Center with Watch Towers

Upcoming Changes:
+ Show Spoiler +
-



Custom


(2) Forgotten Paradise Uploaded on US & EU
+ Show Spoiler +
Overview
+ Show Spoiler +
[image loading]

Features
+ Show Spoiler +
Players: 2
Size: 138 x 106
Starting Locations: Top Left / Bottom Right
Rush Distance (Worker): 36 sec
Expansions: 11 (1 high yield blocked by 2 destructible rocks)

Pictures
+ Show Spoiler +
[image loading]
Overview

[image loading]
Top Left Main Base with Natural and 3rd Expansion

[image loading]
12 o'clock Expansion

[image loading]
Top Right Expansion

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Center platform accessible by 6 ramps

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Remains of the Zerg invasion

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Sketch I made beforehand

Upcoming Changes
+ Show Spoiler +
-

(2) Forgotten Paradise Winter Edition Uploaded on US & EU
+ Show Spoiler +
Overview
+ Show Spoiler +
[image loading]

Features
+ Show Spoiler +
Players: 2
Size: 138 x 106
Starting Locations: Top Left / Bottom Right
Rush Distance (Worker): 36 sec
Expansions: 11 (1 high yield blocked by 2 destructible rocks)

Pictures
+ Show Spoiler +
[image loading]
Overview

[image loading]
Main & Natural Base

[image loading]
3rd Base

[image loading]
4th & 5th Base

[image loading]
Center Platform

[image loading]
Zerg fightiiiiing! (Now with new burning wrecks \o/)

Upcoming Changes
+ Show Spoiler +
-

(2) Arathi Basin Uploaded on US & EU
+ Show Spoiler +
Overview
+ Show Spoiler +
[image loading]

Features
+ Show Spoiler +
Players: 2
Size: 132x132
Starting Positions: Top Left / Bottom Right
Rush Distance (Worker): 43 Seconds
Expansions: 8 Normal, 1 High Yield (Blocked by Destructable Rocks)

Pictures
+ Show Spoiler +
[image loading]
Overview

[image loading]
Bottom Right Base (Defiler's Den) & Natural Expansion (Farm)

[image loading]
Top Left Base (Trollbane Hall) & Natural Expansion (Stables)

[image loading]
Top Right Expansion with Backdoor Expansion (Mine)

[image loading]
Bottom Left Expansion with Backdoor Expansion (Lumber Mill)

[image loading]
3 o'clock Expansion

[image loading]
9 o'clock Expansion

[image loading]
Middle High Yield Exp. (Blacksmith)

Changes
+ Show Spoiler +
1.1

Center
- Destoyable Rocks at the expansion
- Wider ramps at the 12 and 6 o'clock pos.
- Additional entrance at the 3 and 9 o'clock pos. (as wide as the other ramps)
- Destroyable rocks at the 3 and 9 o'clock entrances

Other
- Bottom Watchtower slightly moved to the left
- Wider chockes going out of the natural expansions towards the Watch Towers
- Wider Bridges outside of the natural expansions
- Some small texture/doodad changes

1.2

Center
- Removed 3 o'clock entrance
- Added entrances at 2, 4 and 8 o'clock, blocked with destroyable rocks

Other
- Small Texture/Doodad changes

(2) Extraction Point Uploaded on US & EU
+ Show Spoiler +
Overview
+ Show Spoiler +
[image loading]

Features
+ Show Spoiler +
Players: 2
Size: 100x132
Starting Positions: 5 o'clock / 11 o'clock
Rush Distance (Worker): 35 Seconds
Expansions: 6 Normal, 2 High Yield (Blocked by Destructable Rocks)
Backdoor Expansion on Higher Ground with a Backdoor Entrance blocked by Destructable Rocks

Pictures
+ Show Spoiler +
[image loading]
Overview

[image loading]
11 o'clock Base with Natural & Backdoor Expansion

[image loading]
9 o'clock Expansion

[image loading]
Top Right High yield Expansion

[image loading]
Center with 2 Watch Towers

[image loading]
MSPaing drawing I made beforehand. Didn't quite turn out the way I expected^^

Upcoming Changes:
+ Show Spoiler +
-


Newest 10/2/2010

(4) Farmer's Land Uploaded on EU
+ Show Spoiler +
Overview
+ Show Spoiler +
[image loading]

Features
+ Show Spoiler +
Players: 4
Size: 150x150
Starting Positions: 1, 4, 7, 10 o'clock
Expansions: 8 Normal
Watchtowers: 1 with increased sightrange (27 instead of 22)

Pictures
+ Show Spoiler +

[image loading]

Overview

[image loading]

7 o'clock Main Base & Natural

[image loading]

8 o'clock 3rd Base

[image loading]

Top left Main/Nat/3rd

[image loading]

Center Pet-Zoo with Watchtower

[image loading]

Watchtower Sight Range

[image loading]
Tight Protoss Wall

[image loading]
Tight Terran Wall

[image loading]
Tank Range

[image loading]
Well it's not that peaceful..

[image loading]

1 of the 2 aggressive and tough critters

[image loading]

Not easy to take down

[image loading]

Took about 3min

[image loading]
Sketch beforehand

Map Analyzer
+ Show Spoiler +

[image loading]


[image loading]


[image loading]


[image loading]


[image loading]


[image loading]


[image loading]


Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
rredtooth
Profile Blog Joined December 2008
5464 Posts
July 28 2010 04:26 GMT
#2
haha i love your banner
[formerly sponsored by the artist formerly known as Gene]
Grebliv
Profile Joined May 2006
Iceland800 Posts
July 28 2010 17:56 GMT
#3
Nice banner, nice maps.

Btw on HBR has the main wall been path-blocked or are there some "traveling possibilities" (from the huge up-down ramp high ground).

Pretty sure you've already thought of this/fixed but better safe than sorry I guess.

ESV Mapmaking!
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
July 29 2010 14:35 GMT
#4
Ah I see, I used an old picture there. No it should be all blocked now. I wanted to leave a small spot open for reapers but Stalkers would be able to blink there anyway. It's now all pathing & sight blocker.

Right, there's always something that goes missing
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Win.win
Profile Joined March 2010
United States230 Posts
July 29 2010 14:50 GMT
#5
tau looks good, it's just like the original and i like what you did with the xel naga tower. one thing i never understood about tau is why that one bridge is wider than the rest.
SC2 Team Inflow: http://inflowgaming.net/
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
Last Edited: 2010-08-03 21:22:04
August 03 2010 21:16 GMT
#6
I herd you like Snow..

So I made a 2nd version of my map "Forgotten Paradise" which is called:

Forgotten Paradise Winter Edition

[image loading]

Here some pics, aside from the textures and some doodads nothing really changed though.
+ Show Spoiler +
[image loading]
Overview

[image loading]
Main & Natural Base

[image loading]
3rd Base

[image loading]
4th & 5th Base

[image loading]
Center Platform

[image loading]
Zerg fightiiiiing! (Now with new burning wrecks \o/)
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
Last Edited: 2010-08-03 22:24:08
August 03 2010 22:22 GMT
#7
On tau cross did you remove pathing so reapers cant jump into bases or harass the nat? Or do you feel that it will still be balanced with such cliffwalking units. Oh and if you want to aestetically improve it, you can go on brush, click merge cliffs and make the bridges in manmade cliff so it looks like bridges.

You have published them on eu or are they still works in progress?

forgotten paradise? not so much paradise with those tilesets XD

did you use the niflheim snow tileset?
"Mudkip"
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
August 04 2010 01:07 GMT
#8
All those walls are path blocked. I did this so people couldn't drop stuff on in and walk all over the place. Theres only 1 spot behind each natual where reapers can go up and down.

The thing with the manmade bridges is a good idea, but unfortunatly I got a bug where when I try to do that it just adds terrain. Also I think it doesn't necessarily have to look like temple bridges

Published on EU are HBR, Arathi, 2x Forgotten Paradise and Extraction Point, on US there are/will be shortly everything but Neo Requiem.

I used Meinhoff for the snowy style.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
August 08 2010 21:36 GMT
#9
Due to the help of the amazing "used man" I was able to edit my version of Heartbreak Ridge to an even more original status. Well actually he did it all by himself^^

So the change is that, instead of the 2 mineral patches that block off the way from the natural to the 3rd on top right/bottom left and who had the value of 25 minerals which had to be mined off, are now destructible mineral patches that can only be attacked by workers. It looks like this:
+ Show Spoiler +
[image loading]


So thanks again to used man for this work and the map is already reuploaded with this version (TSI Heartbreak Ridge) on EU for the case that you'd like to try it out, and will be soon on US.

Cheers
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
October 02 2010 17:34 GMT
#10
After like 2 months finally an update^^

Added (4) Farmer's Land. It's published only on EU Server so far.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
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