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Work In Progress Melee Maps - Page 10

Forum Index > SC2 Maps & Custom Games
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Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
Last Edited: 2012-10-05 15:06:34
October 05 2012 15:06 GMT
#181
On October 02 2012 14:47 Fatam wrote:
The aesthetics on these are inconsistent / not finished, but layout-wise.. vote for which version you think I should go with.
Thanks for your help. I hope to eventually get this map right.

Option 1 (6th is far away, with 2FF ramp towards opponent)
+ Show Spoiler +
[image loading]


Option 2 (6th is far away, no ramp)
+ Show Spoiler +
[image loading]


Option 3 (6th is far away, with 1FF ramp towards you)
+ Show Spoiler +
[image loading]


Option 4 (6th is close to your 5th)
+ Show Spoiler +
[image loading]


Option 5 (old 6-base layout)
+ Show Spoiler +
[image loading]


Poll: Which design is better?

6th is far away, with 2FF ramp towards opponent (9)
 
69%

6th is far away, with 1FF ramp towards you (3)
 
23%

6th is far away, no ramp (1)
 
8%

6th is close to your 5th (0)
 
0%

old 6-base layout (0)
 
0%

13 total votes

Your vote: Which design is better?

(Vote): 6th is far away, with 2FF ramp towards opponent
(Vote): 6th is far away, no ramp
(Vote): 6th is far away, with 1FF ramp towards you
(Vote): 6th is close to your 5th
(Vote): old 6-base layout



Hey Fatam, this map is looking really cool! It's taken a lot of revisions but it's starting to look solid and unique at the same time. Option 1 is definitely my fave out of those. I agree with samro in that some of the proportions feel a bit weird and it would be great if terrans could take the other base as a forward third (currently there isn't much incentive to do that). What I like to do sometimes if I have been tweaking a layout a lot is to redraw the layout on a piece of paper but make it as simple as possible (whilst preserving the basic layout). I find it helps a lot with working out proportions (although I'm a graphic designer so maybe that's just the way I work). It can also be difficult to see on a 60º overview, it'd be cool if you could post a top-down overview in this thread or on skype.

Aesthetics-wise I also think it could use a little work, the style is fine but I would like to see more variation in the different levels. The manmade areas look a bit out of place too. Keep up the good work and hit me up on skype!
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-10-05 21:44:52
October 05 2012 21:41 GMT
#182
Thanks. I agree that the man-made parts are not the best, They felt right when I first made the map but now just look odd. I've been thinking about changing them to some other aesthetic, just haven't gotten around to it yet. I've been concentrating on the layout of this map + my other maps that are coming (one in particular that I think can be really good) + RL stuff

here's the overview you wanted
+ Show Spoiler +
[image loading]


I'm not really sure which proportions are weird, but I'd be glad to take a look if you or whoever mentioned it before could point them out
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
October 07 2012 01:33 GMT
#183
Looking for some feedback, can this layout work? cross spawn only. Aesthetics will be something similar to Redstone Fortress

[image loading]
~ ~ <°)))><~ ~ ~
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
October 07 2012 01:51 GMT
#184
That's a 4 player map right?

Thirds seem too big and rush distance a bit small.
Also you can use cliff merging for the tiny passage under the natural between the natural and third.
One more thing. The thirds seem awkward to take if your opponent is counter-clockwise from you.
ModeratorI am still alive, somehow
TL+ Member
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
October 07 2012 02:16 GMT
#185
Yea it would have to be cross spawn only, so I guess that kinda defeats the purpose of it being 4 spawn, I left the highground there between the nat and 3rd on purpose cause i want to try some aesthetic ideas out there.
I actually planned on trying to do lava flows throughout the map, which will cause most of the lowground to be more chokey in the final version, probably should have mentioned that I'm not sure if it will work out or not, has anyone done a lava beach before?
~ ~ <°)))><~ ~ ~
Shin_Gouki
Profile Blog Joined June 2009
United States313 Posts
October 07 2012 07:27 GMT
#186
On October 03 2012 07:46 lefix wrote:
latest version:
[image loading]

still trying to think of a proper map name


This map is insane!!!! It's so beautiful. I wanna play on it >_<
Death comes in many forms
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
October 07 2012 11:31 GMT
#187
On October 07 2012 11:16 TheFish7 wrote:
Yea it would have to be cross spawn only, so I guess that kinda defeats the purpose of it being 4 spawn, I left the highground there between the nat and 3rd on purpose cause i want to try some aesthetic ideas out there.
I actually planned on trying to do lava flows throughout the map, which will cause most of the lowground to be more chokey in the final version, probably should have mentioned that I'm not sure if it will work out or not, has anyone done a lava beach before?

... um, not counting myself? (my bad aesthetics)
I don't think so..

Making the lowground between the natural and third chokey seems ok, but it would be better if you just made the third a bit smaller.
ModeratorI am still alive, somehow
TL+ Member
KaptajnGrue
Profile Joined October 2012
Denmark2 Posts
October 07 2012 14:39 GMT
#188
Hello everyone! :D
this is my first post, ever, on TL! aw yeah!

anyway, this is a map my friend and I made!
so yeah, the idea is to try and favor positioning play, and actually using the terrain, instead of getting a free ticket to 3-base turtle land :D

First of all, the rush distance is relatively short, the natural ramps points directly towards each other, AND the xel'naga towers do NOT reveal the rush path. (so you don't get complete map control from having 1-2 units on the map!)

And! the expansion pattern is a bit tricky too. The idea is that you can either expand vertically or horizontally. If you take your 3rd, expanding WAY from your opponent, your opponent can get a grat positioning from the high ground area, right above/below your 3rd. (and even grab the gold expo, while he's there!)
If you expand TOWARDS your opponent, the ramps from the high ground area is a little bit awkward, and you can take the xel'naga, and actually have easy map control. But the expo is a little bit awkward from your natural and main.

[image loading]

[image loading]

SO!
I'm interested in your opinion on the positioning theorycrafting, the kind of awkward 3rd's, the huuuuge air space or whatever you can come up with (:

Also, I think we might call it "Holy Grounds" or something along those lines.

cheers!

TL;DR I made a map.
D:<
Aircooled
Profile Joined July 2012
United States79 Posts
October 07 2012 23:06 GMT
#189
I've been scratching a lot of maps recently and finally settled on this. I'm not quite sure what to do with the middle and I think it might be too chokey. I might make the lakes a bit smaller to open it up a bit in that area.

Bounds: 112x144
Overview:
+ Show Spoiler +
[image loading]
Rukis
Profile Joined April 2009
United States252 Posts
October 07 2012 23:29 GMT
#190
Trying to "balance" the map out,

next change I am looking for is the middle and nat chokes, not sure what to do with them.

also looking for a aethiestics to make my map look pretty.

Overview:
[image loading]
Map Bounds: 134x128
Flash was the Genius, Nada was the true god.
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2012-10-08 21:42:54
October 08 2012 21:35 GMT
#191
KaptajnGrue the centre is interesting, but unsure if you should realy have high yield there. the two bases at the sides are really difficult to take. maybe have one base facing the middle but make it closer to the third?

Aircooled: a seperation of the centre would help to make the bases to each side easier to defend. once you move down your ramp you prety mich have to go the whole way though in a push. also you have to have your tower, depending on which side you want to go. if one player expands ccw the other cannot go far ccw though. if you want more than a fourth base taken you need another design. maybe the 9/3 just needs another position.
i like how you connect areas, but overall it seems a it small.

Rukis: main is quite small, third is a bit too far and the area between nat choke and third is very close and exposed towards the centre with tower. rush dtsinace seems very close, how far is it in comparison to, let's say cloud kingdom? the fourth to sixth base are also quite far away - except the highround which is untakeable in most games - they seem to be as far away as the opponent's nat choke, which is quite distant and hard to take/defend.
Rukis
Profile Joined April 2009
United States252 Posts
Last Edited: 2012-10-09 12:06:14
October 09 2012 05:55 GMT
#192
WIP

Rum Valley
Published NA

10/9/12

Overview:
[image loading]

  • Increased size of map
          Medium
          Player Bounds : 145x 131
          Full : 152x 144
  • Increased Size of main
  • Remodeled ramps in the middle and at third.
  • Re-positioned Nat choke
  • Increased Third Size
  • Xel'naga only covers middle now.
  • Looking for an aesthetics and texture remodel.

Flash was the Genius, Nada was the true god.
Rukis
Profile Joined April 2009
United States252 Posts
Last Edited: 2012-10-09 12:04:46
October 09 2012 12:04 GMT
#193
Flash was the Genius, Nada was the true god.
RFDaemoniac
Profile Joined September 2011
United States544 Posts
Last Edited: 2012-10-10 16:37:20
October 09 2012 13:51 GMT
#194
TheFish: I think you can work it so that rotational spawns aren't all that imbalanced. If you move the ccw third a little closer, i.e. closer to the rocks, and make the ramp with rocks on it a little wider, then both thirds are viable, one being slightly closer but requiring you to destroy rocks, and the other being slightly farther away. I think this is interesting but different.

Fatam: I would rotate the middle highground ramps to be going the opposite way (NW and SE) to let the open area outside of the middle bases get a little more love, as the area below the ramps is very cramped as is.

Aircooled: It seems really easy for a terran to siege a zerg's natural, as the gap is very small and the ground travel distance is very long.

Rukis: You've made the third even farther away by making the main larger. I think this is a problem. Also the highground base in the middle could be taken as a third which would be in a dominant map position, and sort of mess up which bases belong to which player. This makes it hard to come back from a losing position because your bases are so vulnerable. The distance between the natural and this supposed 6th is just too short.

I did some proportion and aesthetic work on my map Ring Mount. Thoughts?
[image loading]
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-10-10 08:54:49
October 10 2012 08:54 GMT
#195
That third is pretty cool.

Aesthetics are clearly from a deranged mind, but are also cool.

4th might be a little awkward for the defender, since the attacker has an easier path into it than the defender. Maybe not a huge deal though.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 10 2012 10:18 GMT
#196
On October 10 2012 17:54 Fatam wrote:
That third is pretty cool.

Aesthetics are clearly from a deranged mind, but are also cool.

4th might be a little awkward for the defender, since the attacker has an easier path into it than the defender. Maybe not a huge deal though.

^

All the bases are fine I think, but zerg won't like this map. Too hard to find a good engagement. Instead of punishingly large open areas I would just stretch out some chokes and hallways.


On October 08 2012 08:06 Aircooled wrote:
I've been scratching a lot of maps recently and finally settled on this. I'm not quite sure what to do with the middle and I think it might be too chokey. I might make the lakes a bit smaller to open it up a bit in that area.

Bounds: 112x144
Overview:
+ Show Spoiler +
[image loading]

This is really cool. I think the chokiness in the middle is fine, it let's you defend from the center which is somewhat unusual, but it's not even that narrow and there are plenty of options to maneuver elsewhere. Problem I see is that the 4th base (going cw) is basically free if you've established the 3rd, and same but moreso for the 5th. Basically I think you'd have to redesign the whole map to adjust a lot of stuff to make this work. But the concept is unique and should be pursued. Oh make sure you can't tank the natural from the other side of the chasm behind the minerals.


On October 07 2012 23:39 KaptajnGrue wrote:
Hello everyone! :D
this is my first post, ever, on TL! aw yeah!

anyway, this is a map my friend and I made!
so yeah, the idea is to try and favor positioning play, and actually using the terrain, instead of getting a free ticket to 3-base turtle land :D

First of all, the rush distance is relatively short, the natural ramps points directly towards each other, AND the xel'naga towers do NOT reveal the rush path. (so you don't get complete map control from having 1-2 units on the map!)

And! the expansion pattern is a bit tricky too. The idea is that you can either expand vertically or horizontally. If you take your 3rd, expanding WAY from your opponent, your opponent can get a grat positioning from the high ground area, right above/below your 3rd. (and even grab the gold expo, while he's there!)
If you expand TOWARDS your opponent, the ramps from the high ground area is a little bit awkward, and you can take the xel'naga, and actually have easy map control. But the expo is a little bit awkward from your natural and main.

[image loading]

[image loading]

SO!
I'm interested in your opinion on the positioning theorycrafting, the kind of awkward 3rd's, the huuuuge air space or whatever you can come up with (:

Also, I think we might call it "Holy Grounds" or something along those lines.

cheers!

TL;DR I made a map.

Welcome! Can you post a top down picture of the whole map? It's hard to judge proportions from the ones you have.

It looks like all the areas near bases are too choked up and the ramps have awkward narrow adjoining high ground areas. The 3rd base looks a bit far away on either side. (I know this is by design but you could still reduce it.)


On October 07 2012 11:16 TheFish7 wrote:
Yea it would have to be cross spawn only, so I guess that kinda defeats the purpose of it being 4 spawn, I left the highground there between the nat and 3rd on purpose cause i want to try some aesthetic ideas out there.
I actually planned on trying to do lava flows throughout the map, which will cause most of the lowground to be more chokey in the final version, probably should have mentioned that I'm not sure if it will work out or not, has anyone done a lava beach before?

If you end up keeping it cross-only, you should make a 180 symmetric formation in the middle so it has two different map setups, one for each spawn setup. I think it "works" but you could easily adjust things here and there to allow 4 spawns.
Comprehensive strategic intention: DNE
lefix
Profile Joined February 2011
Germany1082 Posts
October 10 2012 18:19 GMT
#197
[image loading]
note sure if i am going to stick with the lava theme
Map of the Month | The Planetary Workshop | SC2Melee.net
NewSunshine
Profile Joined July 2011
United States5938 Posts
October 10 2012 19:10 GMT
#198
On October 11 2012 03:19 lefix wrote:
note sure if i am going to stick with the lava theme

If you do, work some on the textures, they're the same all over D:
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2012-10-10 19:18:11
October 10 2012 19:17 GMT
#199
On October 11 2012 03:19 lefix wrote:
+ Show Spoiler +
[image loading]

note sure if i am going to stick with the lava theme

zerg will cry, so easy 3 and 4 bases for protoss and terran. easy for zerg too of course but they won't be able to stay ahead.
Comprehensive strategic intention: DNE
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
October 10 2012 20:08 GMT
#200
On October 11 2012 04:17 EatThePath wrote:
Show nested quote +
On October 11 2012 03:19 lefix wrote:
+ Show Spoiler +
[image loading]

note sure if i am going to stick with the lava theme

zerg will cry, so easy 3 and 4 bases for protoss and terran. easy for zerg too of course but they won't be able to stay ahead.

Agreed. The base against the main with only 1 entrance should definitely at least be a 6m1hyg base, and the other choice of 3rd could be slightly further away.
vibeo gane,
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