I guess after making quite a few melee maps by now it is a good time to start my own map collection thread. Not only to post previously publish maps but also to show some concepts and wips that i don't want to create seperate threads for :D
i am, i am :D here's another map layout i started today. about 1hr in so far. i actually tried out streaming on my old livestream account if anyone is interested you can see it here
Snowblind looks... blindingly white (beautiful!) but haha it is strange how it doesn't have symmetry. Have you put much thought into creating decently balanced positions?
i think i have spent far more time on snowblind than on any other map, because of the balancing. but it never got enough testgames played and people were very skeptical about the lack of symmetry from the start. i guess the world isn't ready for non symmetrical maps yet! i originally wanted to submit it for the 3player motm, but i ended up labeling it fun map and submitted another map.
edit: some of my thoughts on asymmetric maps can also be found here.
here's another map idea i am working on. the map has forced cross positions, but you have 2 different possible spawn positions. also there are ruins that atm only small units can pass through, but will block off larger units. i may make those non-pathable, tho. + Show Spoiler +
Forced cross positions is essentially two 1v1 maps in one. It's a great idea, and I first saw it from Starparty V, where only the middle was different. This map has a lot of differences, which is a step in the right direction! I might make those ruins unpathable so that early Marines don't piss me off.
Another minor thing I'd change is make the middle ramp between the high grounds smaller and the outside ramps larger. Well, mainly just make the outside ramps larger. Right now a contain could harm the defender without a flanking option, so pushing is the way to go, but against a ramp that is 2x could be bad depending on the type of contain.
I am impressed by the way you improved from the beginning. When you look at Moonwell and Rattlecage, you can't say at first glance that it's the same author.
On May 16 2011 06:25 Antares777 wrote: Forced cross positions is essentially two 1v1 maps in one. It's a great idea, and I first saw it from Starparty V, where only the middle was different. This map has a lot of differences, which is a step in the right direction! I might make those ruins unpathable so that early Marines don't piss me off.
Another minor thing I'd change is make the middle ramp between the high grounds smaller and the outside ramps larger. Well, mainly just make the outside ramps larger. Right now a contain could harm the defender without a flanking option, so pushing is the way to go, but against a ramp that is 2x could be bad depending on the type of contain.
That typhon map is a lot better than Starparty V, the difference of gameplay is too limited in my map. Your map has more potential.
some update on the new map. i don't have a name for it yet, so there's still no mapthread for it. name suggestions welcome. i was thinking of something like scorched grounds, but that sounds too similar to blizzards scorched haven map.
textures are 6x ulaan, + tarsonis grass and typhon earth
i haven't found the motivation to do the final touches to phoenix yet, so i started a new map today. top vs bottom sides, no close positions. shifted symmetry. + Show Spoiler +
here's another map i just started, based of Avatar, a map from the original iccup map pack for sc1.
i really liked this mainramp/natural entrance idea. i am curious to see how this will work out.
theres still lots to do aesthetically, as well as moving the islands furtherh away from the thirds so you cannot tank drop there. only 3hrs into it so far
@lefix, that natural-setup is really new and nice, but that what terrans can do (in ur screenshot) gives them such a huge advantage that im afraid it wont stick ://
Oh wow, the natural/third setup is so cool You should explain how/if forge fe works tho. If it it doesn't really work right now I would suggest (mineral) blocking one of the ramps. I would personally love to see how the main ramp with mineral block would work out.
I love you for using island expansions! They were neglected for sooo long now.
And i do like the way the middle and golds work but I think the ramps to the middle could be wider.
Which spawns are possible on this map?
Overall I'm very impressed, thought you were just going for very solid maps, but this is certainly very unique.
On July 26 2011 18:32 Archivian wrote: Been a while since I've been about, and am glad that the first maps i see when i get my internet up and running are some of Lefix's maps.
On July 26 2011 20:12 Jackbo wrote: Hi, I watched the video you uploaded of you creating a map, and I hope you don't mind if I ask you few questions.
How do you get the editor to show you the range of things like siege tanks and xelnaga watchtowers? Can't seem to figure it out myself. iirc it is shift+o to toggle ranges on and off
Also, how do you make it so that adding a texture only affects one cliff height? shift+l toggles toggles that mode on and off
Really nice maps btw! I hope I can make one as good as yours someday.
If you would mineral block the main ramp at the bottom so you can't go up to get vision this wouldn't be worse than Tal'Darim Altar in PvP. It would probably be better ^^
(PvP why do you have to destroy everything?! Spectator value and maps )
How do you make the space platform looking maps? I can't seem to find a way to do it. Sorry if this is answered 114 times elsewhere, but i've looked hard for it. Areas like the edges of Delta quadrant or the hole in the middle of XNC. Thanks!
If I may ask, what's the tile set for moonglade? I just finished my first map, and I'm looking for a tile set for a new one, and I really like the look of that map. =D Simple, but very soothing.
Oh nice, that main/nat setup of Colosseum looks intriguing, definitely worth looking into. Maybe the map is a tiny bit too small tho, feels like all those expansions are really close together. But then again, the middle is wide open already..^^
On July 30 2011 13:26 RumbleBadger wrote: If I may ask, what's the tile set for moonglade? I just finished my first map, and I'm looking for a tile set for a new one, and I really like the look of that map. =D Simple, but very soothing.
should be mostly zhakul das, mixed with some xil iirc
i have updated the map list again, added daedalus and also my current project which shall be named "bat country" for now + Show Spoiler +
in other news, i have reactivated my stream and will hopefully be streaming more sc2 mapmaking, 3d modeling and texture creation again from now on. my stream can be found at http://www.twitch.tv/lefix. going live again now. enjoy
lefix, I have a question. I notice that all of your map centers seem to flow very wall and you do some really cool stuff with cliffs and interesting terrain. Do you plan these out very early in the mapmaking process? Or do you get the general base layout and then play with terrain until you find something you like?
I tend to get in the habit of designing the base layout and then I end up with weird centers to my maps, which I don't really think is a good thing. Basically I'm just wondering what your general thought process is as you design the centers of your maps.
i actually never plan out maps. when i start working on a map, i don't have any idea what i will end up with. usually i start with an idea for a natural setup, or an idea for a interesting center. and then i start building more terrain around that. the ideas just pop up in my head as i am progressing. the only advice i can give you is don't be hesitant about making drastic changes to your terrain. just save your map and then play around some more and try out things. don't start with textures and doodads too soon. and even after that don't hesitate to redesign half of the map once again if you have another idea.
On July 26 2011 09:32 lefix wrote: new project: Avatar of War
here's another map i just started, based of Avatar, a map from the original iccup map pack for sc1.
i really liked this mainramp/natural entrance idea. i am curious to see how this will work out.
theres still lots to do aesthetically, as well as moving the islands furtherh away from the thirds so you cannot tank drop there. only 3hrs into it so far
I love the idea, but in my opinion you would have to put an in-base expansion for this to work (like crevasse) I don't like it in the state that it is an in base expo would fix everything, but right now I feel like this would force you to stay on a 1 base for a long time. I do like the idea that you need an additional raxx to wall this means that you have to prepare a build order for this map.
Edit: You would obviously need to remove an expansion and I took another look and it looks like if you move the choke (not the ramp) a bit to the left that would mean you would have to make an extra supply depot 100% to me it a wall like one depot is out of place and can be snipe now if you move the choke a bit to the right or the ramp a bit to the left and make some unwalkable terrain on the right side I feel like it could reinforce a totally different wall because right now you can still wall with 2 supply depots and a raxx, yes the zerglings will have a larger area to attack, but thats not really interesting.
Soo a standard wall would be 2 raxx and a depot with my suggestion or you could force it further to a 2 raxx 2 depot or you could just make a wall where a Terran would have to make a supply depot and not finish it to defend a 6 pool, but still have enough time to have the wall almost finished and ready to be repaired if the zergling attack came (I know it sounds over the top, but the Terran would still be ahead, I mean he just defended a 6 pool)
I'd love you to respond to my post and tell my why this is a bad/good suggestion and tell me if my post was clear enough to be understood.
Too lazy to make a new map thread, but I have added TPW Vendetta to the list, my submission for MotM September It's published on EU/NA, feedback always welcome!