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Work In Progress Melee Maps - Page 105

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 103 104 105 106 107 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
And G
Profile Joined May 2012
Germany491 Posts
Last Edited: 2014-03-20 16:58:28
March 20 2014 16:45 GMT
#2081
On March 20 2014 22:09 Harreh wrote:
Okay, so there's the rotational symmetry that I mentioned, plus axial symmetry vertically. I think that's all the rules.
So yes, 'clearly quite absurd'

Basically, the three quadrants excluding the bottom right are rotational, and the three quadrants excluding the top left are mirrored. For opposite quadrants, rotational and axial symmetry is of course the same.

With purely rotational symmetry (Whirlwind) you get 2 different types of games in mirror match-ups (close and cross), and 3 different types in non-mirrors (clockwise, counterclockwise, and cross) while with purely axial symmetry (Frost) you get 3 different types in all match-ups (vertical, horizontal, and cross). On the other hand, with mixed symmetry you get 6 types in mirrors and 12 in non-mirrors. Sure, the differences aren't always big, but this is still a bitch to balance. In fact I'm really scared of making the spawning differences too significant and I've removed the high ground at the third. I've also redesigned the centre in order to make the middle bases more viable at least for cross spawns, and I've removed the small pathway between natural and third because I think it would make blink play much too strong:

[image loading]

[image loading]

Admittedly, this now looks a little boring, with everything outside the main/nat/third region being both axially and rotationally symmetrical, but I fear this is a necessary evil when mixing symmetries.

Distances (main2main/nat2nat):

51.1 — 38.1      (SE/NE)
55.9 — 43.6      (NW/NE)
55.9 — 43.6      (NW/SW)
58.9 — 47.4      (SE/SW)
66.6 — 53.6      (SE/NW)
68.7 — 56.5      (SW/NE)

I'm of course concerned about the SE-NE distance, which is closer than Yeonsu and Polar Night. Possibly the saving grace is that unlike on those maps, for both the third and fourth you expand away from your opponent here. I'm not opposed to having some spawning patterns lead to much more aggressive play than others, but it seems kind of unfair in terms of scouting when spawning NE and SW or NW and SE because only one player has to worry about the opponent spawning nearby.

Not sure how much of an issue this is... Thoughts?


Edit: Added some polls, because polls.

Poll: This map is...

Great (3)
 
60%

Too boring (2)
 
40%

Too open (0)
 
0%

Too chokey (0)
 
0%

Too asymmetric (0)
 
0%

Too symmetric (0)
 
0%

Too crazy (0)
 
0%

Too imbalanced (0)
 
0%

5 total votes

Your vote: This map is...

(Vote): Too open
(Vote): Too chokey
(Vote): Too asymmetric
(Vote): Too symmetric
(Vote): Too crazy
(Vote): Too boring
(Vote): Too imbalanced
(Vote): Great



Poll: Mixed Symmetry?

A well-made map has a place in tournament map pools. (6)
 
100%

It might be fun to play on, but isn't appropriate for pro matches. (0)
 
0%

It's just a bad idea. (0)
 
0%

6 total votes

Your vote: Mixed Symmetry?

(Vote): A well-made map has a place in tournament map pools.
(Vote): It might be fun to play on, but isn't appropriate for pro matches.
(Vote): It's just a bad idea.


not a community mapmaker
EthanS
Profile Joined February 2011
United States206 Posts
March 20 2014 18:00 GMT
#2082
On March 21 2014 01:45 And G wrote:

Admittedly, this now looks a little boring, with everything outside the main/nat/third region being both axially and rotationally symmetrical, but I fear this is a necessary evil when mixing symmetries.

Distances (main2main/nat2nat):

51.1 — 38.1      (SE/NE)
55.9 — 43.6      (NW/NE)
55.9 — 43.6      (NW/SW)
58.9 — 47.4      (SE/SW)
66.6 — 53.6      (SE/NW)
68.7 — 56.5      (SW/NE)

I'm of course concerned about the SE-NE distance, which is closer than Yeonsu and Polar Night. Possibly the saving grace is that unlike on those maps, for both the third and fourth you expand away from your opponent here. I'm not opposed to having some spawning patterns lead to much more aggressive play than others, but it seems kind of unfair in terms of scouting when spawning NE and SW or NW and SE because only one player has to worry about the opponent spawning nearby.

Not sure how much of an issue this is... Thoughts?



What if you turn the 3:00 dead space into a watchtower on a raised platforms? Its symetrical, and provides a watchtower right in the middle of the shortest rush path between NE/SE. Then match with one at 9:00, (not as critical).
ConCentrate405
Profile Joined November 2013
Brazil71 Posts
Last Edited: 2014-03-20 18:02:25
March 20 2014 18:01 GMT
#2083
[image loading]
sry I don't have a poll. But the natural and ramps are better this time.
The center will be made with doodads or chasms and not high-grounds, but thats the idea for the paths and chokes.
I look like someone's uncle after a hard life
And G
Profile Joined May 2012
Germany491 Posts
Last Edited: 2014-03-21 10:30:24
March 21 2014 10:17 GMT
#2084
On March 21 2014 03:00 EthanS wrote:
What if you turn the 3:00 dead space into a watchtower on a raised platforms? Its symetrical, and provides a watchtower right in the middle of the shortest rush path between NE/SE. Then match with one at 9:00, (not as critical).

Funny you should say that, I was thinking about placing towers at the small crosses but decided against it because I'm not a fan of towers overlooking all attacking paths. But adding the towers only at the 3 and 9 o'clock bases is a pretty cool idea that is completely in the spirit of the map and breaks up the 8-way symmetry of the middle nicely.

Here's some pictures:

+ Show Spoiler +
[image loading]

[image loading]

I kept the tower at the middle ground since the LOS blockers around the tower have the exact same effect as cliffs, except reapers can still jump up there.

Poll: Adding watchtowers at 3 and 9 is...

Good (1)
 
100%

Bad (0)
 
0%

Marginal (0)
 
0%

1 total votes

Your vote: Adding watchtowers at 3 and 9 is...

(Vote): Good
(Vote): Bad
(Vote): Marginal




Like? I like.


Edit: Of course when spawning NW vs SE, the player spawning SE will now have an advantage because the attacking path towards his natural is overlooked by a watchtower while this isn't true for the NW player. Still, I think this is somewhat negligible unless the SE player takes the watchtower base as the third, in which case it should be balanced by that base being easier to attack than the third near the main especially on cross spawns, and once you get to four bases symmetry is reestablished anyway. Right?
not a community mapmaker
EthanS
Profile Joined February 2011
United States206 Posts
March 21 2014 12:23 GMT
#2085
On March 21 2014 19:17 And G wrote:
Show nested quote +
On March 21 2014 03:00 EthanS wrote:
What if you turn the 3:00 dead space into a watchtower on a raised platforms? Its symetrical, and provides a watchtower right in the middle of the shortest rush path between NE/SE. Then match with one at 9:00, (not as critical).

Funny you should say that, I was thinking about placing towers at the small crosses but decided against it because I'm not a fan of towers overlooking all attacking paths. But adding the towers only at the 3 and 9 o'clock bases is a pretty cool idea that is completely in the spirit of the map and breaks up the 8-way symmetry of the middle nicely.

Here's some pictures:

+ Show Spoiler +
[image loading]

[image loading]

I kept the tower at the middle ground since the LOS blockers around the tower have the exact same effect as cliffs, except reapers can still jump up there.

Poll: Adding watchtowers at 3 and 9 is...

Good (1)
 
100%

Bad (0)
 
0%

Marginal (0)
 
0%

1 total votes

Your vote: Adding watchtowers at 3 and 9 is...

(Vote): Good
(Vote): Bad
(Vote): Marginal




Like? I like.


Edit: Of course when spawning NW vs SE, the player spawning SE will now have an advantage because the attacking path towards his natural is overlooked by a watchtower while this isn't true for the NW player. Still, I think this is somewhat negligible unless the SE player takes the watchtower base as the third, in which case it should be balanced by that base being easier to attack than the third near the main especially on cross spawns, and once you get to four bases symmetry is reestablished anyway. Right?


I think it'd be okay... That watchtower third would be strong on its own, no question, but you'd also have to take out the rocks at the natural, or its too hard to reinforce.

Also, while the tower has vision of the short attack path, it can't see the natural ramp. NW can detour south thru the center just a bit and still hit the natural ramp unseen. Also, not taking the close-in third gives NW attacker an option to destroy the main-3rd rocks and get straight to the main, punishing a greedy SE player.

Taking that watchtower third is a better play for SE against a SW spawn, but then the map is symmetric.

You'd get wonderfully varied map results.

More troubling, is that the large areas at top of ramp in main and at front of natural seem to be too inviting for the 2-base blink pressure. The space there looks a lot like Heavy Rain and Polar Night, although the larger map size may reduce the threat, as on Frost. Could T credibly hold at the natural ramp without suffering too much economic damage? Certainly, being able to break rocks into the 3rd means blink pressure wouldn't contain T very well, so maybe that's enough.
And G
Profile Joined May 2012
Germany491 Posts
Last Edited: 2014-03-21 15:23:42
March 21 2014 14:52 GMT
#2086
I think this is a considerably better map for defending blink all-ins (or actually non-all-ins) than Yeonsu or Heavy Rain because the part of the cliff you can blink up to from the area where you pressure the natural from is very small, so the line of defense is rather short, and going around to blink up from the third takes a long time while the defender can reposition quite easily. And as you say, the backdoor rocks pretty much prevent any sort of contain in front of the natural. So my assessment is that blink play is viable, but more easily defended economically when scouted than on most maps (excluding those with a completely unblinkable main like Habitation Station).

I'm pretty happy with the main/nat/third layout blink-wise except that I would have liked for blink play to be of more varying viability depending on how you spawn, but I guess that would be too much asymmetry anyway. Apart from the NE/SE rush-spawns, the differences in spawning patterns are rather subtle and I think that's actually a good thing.
not a community mapmaker
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2014-03-21 16:51:44
March 21 2014 16:48 GMT
#2087
@concentrate: That still looks a bit favored for clockwise, but it's much better imo. Why not put another base below the main cliff down from the nat ramp? That way you can expand counterclockwise if you want. There's plenty of space to put the highground pod bases a little further towards the edge of the map. Or just get rid of them.

[edit] SC2 has never had a 15 base 3p map, let alone a good 15 base 3p map that allows for long epic games. I think this could be a good contender if done right...
Comprehensive strategic intention: DNE
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2014-03-21 17:12:16
March 21 2014 17:11 GMT
#2088
On March 22 2014 01:48 EatThePath wrote:
[edit] SC2 has never had a 15 base 3p map,

Testbug
vibeo gane,
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
Last Edited: 2014-03-21 17:30:19
March 21 2014 17:29 GMT
#2089
On March 22 2014 01:48 EatThePath wrote:

[edit] SC2 has never had a 15 base 3p map, let alone a good 15 base 3p map that allows for long epic games. I think this could be a good contender if done right...


+ Show Spoiler +
[image loading]
"Not you."
ConCentrate405
Profile Joined November 2013
Brazil71 Posts
March 21 2014 20:27 GMT
#2090
On March 22 2014 01:48 EatThePath wrote:
@concentrate: That still looks a bit favored for clockwise, but it's much better imo. Why not put another base below the main cliff down from the nat ramp? That way you can expand counterclockwise if you want. There's plenty of space to put the highground pod bases a little further towards the edge of the map. Or just get rid of them.

I tried an extra base down the nat ramp but it didn't work with the current layout, not enough space and too open. But yeah, if I put those corner bases a bit further as you mentioned and with ramps facing the back expo, maybe I can make it less favored and add another possible 3rd.
I look like someone's uncle after a hard life
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 21 2014 23:36 GMT
#2091
testbug is 12 bases yea? and I meant tournament maps meavis, but that looks pretty cool
Comprehensive strategic intention: DNE
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
March 22 2014 02:26 GMT
#2092
On March 22 2014 08:36 EatThePath wrote:
testbug is 12 bases yea? and I meant tournament maps meavis, but that looks pretty cool

12 blue + 3 gold
ModeratorI am still alive, somehow
TL+ Member
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 22 2014 03:25 GMT
#2093
On March 22 2014 11:26 The_Templar wrote:
Show nested quote +
On March 22 2014 08:36 EatThePath wrote:
testbug is 12 bases yea? and I meant tournament maps meavis, but that looks pretty cool

12 blue + 3 gold

derp, i knew i was missing something. okay FIFTEEN BLUE BASES
Comprehensive strategic intention: DNE
And G
Profile Joined May 2012
Germany491 Posts
March 22 2014 11:02 GMT
#2094
On March 21 2014 03:01 ConCentrate405 wrote:
[image loading]
sry I don't have a poll. But the natural and ramps are better this time.
The center will be made with doodads or chasms and not high-grounds, but thats the idea for the paths and chokes.

Can you tell me (or show with a picture) what you think the expansion pattern for each player will be when spawning at 3:00 and 11:00, especially in regards to fourths and fifths, and how this is balanced?
not a community mapmaker
ConCentrate405
Profile Joined November 2013
Brazil71 Posts
Last Edited: 2014-03-22 21:04:23
March 22 2014 13:35 GMT
#2095
On March 22 2014 20:02 And G wrote:
Can you tell me (or show with a picture) what you think the expansion pattern for each player will be when spawning at 3:00 and 11:00, especially in regards to fourths and fifths, and how this is balanced?

+ Show Spoiler +
[image loading]

Didn’t have time to make the changes I said last post, but this is what I have planned. The highground expo close to the other main is going to be further in the corner with ramp facing the back 3rd. This will protect the 11 player from direct attack from the 3 player when taking that base and give more room for a possible forward 3rd. For this 3rd to be acceptable I will change the terrain surrounding it to make it safer, leaving 2 smaller entrances instead a huge open area as now.

Previous 3 players maps don’t have this angled main-nat-3rd layout, they are always circular (don’t know how to explain). Look at Testbug and Meavis’ maps nothing goes towards the center or to the back, is always circular around the open center. I just don’t want to repeat it. Is it possible to balance? Sure if you make an even bigger map where you can do whatever you want, but this is already 168x168 and still feels small. So much space is wasted on 3p map.

My only real concern is the distance between naturals that seems too short. A few rocks here and there could fix it but again I wanna exhaust terrains possibilities before doing easy fixes.

EDIT: changes done
+ Show Spoiler +
[image loading]
I look like someone's uncle after a hard life
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
Last Edited: 2014-03-22 17:06:52
March 22 2014 17:06 GMT
#2096
[image loading]
144x144
"Not you."
algue
Profile Joined July 2011
France1436 Posts
March 22 2014 17:29 GMT
#2097
On March 23 2014 02:06 19Meavis93 wrote:
[image loading]
144x144


If you manage to map a good map out of this you are a god !
rly ?
SidianTheBard
Profile Joined October 2010
United States2475 Posts
Last Edited: 2014-03-22 20:51:13
March 22 2014 20:45 GMT
#2098
Just messing around in the editor a bit and wanted to do something simple that could be kind of fun. Taking Hab Stat and make it a rotated map instead of a mirrored, possibly change up the textures a bit, change a few things, and possibly take out the gold base. Just something easy for me to do in the map editor.

[image loading]

Motivation to map has been extremely low so maybe doing something easy like this will get me to map again.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
moskonia
Profile Joined January 2011
Israel1448 Posts
March 23 2014 00:26 GMT
#2099
Turn the gold base into a regular one, just with a 1 width ramp instead of a 2 width one. Probably should also remove the high ground near the 5th. Maybe connect the high ground of the 4th with the one of the 5th and thus remove the 2 southern ramps (in the south side) and make a new ramp which goes from top right to bottom left. This might mean that the back door to the 3rd will also be used more. Overall it is interesting, but yeah you should really change the textures so people aren't confused.
And G
Profile Joined May 2012
Germany491 Posts
March 23 2014 10:33 GMT
#2100
So I got inspired by an old map and then I added golds and rocks and some more golds and rocks and then it turned into awesome:

[image loading]

+ Show Spoiler +
[image loading]

(main2main is 58)


GSL map pool, here I come!
not a community mapmaker
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