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Work In Progress Melee Maps - Page 106
Forum Index > SC2 Maps & Custom Games |
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin | ||
JessicaSc2
Poland123 Posts
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moskonia
Israel1448 Posts
Overall I think the map is too much vulnerable to blink all-ins, although since it is so small maybe something like marine tank could be used to counter it and be able to attack easily afterwards. I think it's interesting, but maybe make it a 2 player map instead, and by that you can make it harder to blink into the main without affecting chokes too much. | ||
Meavis
Netherlands1299 Posts
looks very choky @jessica have to agree with rush distance, looks really, really short, the main is huge aswell also, slight update on current wip ![]() | ||
algue
France1436 Posts
The third base looks very weird. There's something wrong with It and I don't see how to fix it. | ||
JessicaSc2
Poland123 Posts
On March 23 2014 20:39 moskonia wrote: The rush distance looks amazingly short, what are the playable bounds? The high ground in the main leads to a healing shrine right? Quite an interesting position if so, the concept of a healing shrine is really untested, as it was never done in a map that was used in tournaments, but I hope a map that uses will became a tournament map, because if done right it could be very cool. Overall I think the map is too much vulnerable to blink all-ins, although since it is so small maybe something like marine tank could be used to counter it and be able to attack easily afterwards. I think it's interesting, but maybe make it a 2 player map instead, and by that you can make it harder to blink into the main without affecting chokes too much. I think it's something like 120x120 or 130x130. Either way, pretty small. The idea was to make a "rush distance map" with a healing shrine in the main so rushing is not that obvious since you got healing in the main for free. I think that if you get a healing shrine in the main whatever units you put inside simply wont die early. So in case of a blink rush you just put a tank or two marauders in there and it works sort of like a healing bunker. I will probably relocate it somewhere near the center so it's more accessible. | ||
And G
Germany491 Posts
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moskonia
Israel1448 Posts
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JessicaSc2
Poland123 Posts
On March 23 2014 23:03 moskonia wrote: Yeah the current position means that in the case of a blink all in it will be used by the Protoss player more than the Terran. I think you should out it closer to the mineral line, and as a low ground, as a drop there is already pretty powerful, no need to give someone who attack through there a high ground advantage as well. I thought you can assign it to the specific player, no? | ||
moskonia
Israel1448 Posts
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JessicaSc2
Poland123 Posts
On March 23 2014 23:29 moskonia wrote: Oh I was not aware of that fact, did you test it and you can? I never tried. nope, but I would guess it works that way knowing you can assign it to a certain player. It would really suck if it's not possible. | ||
moskonia
Israel1448 Posts
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And G
Germany491 Posts
On March 23 2014 20:52 19Meavis93 wrote: @andG looks very choky What do you mean by that and do you see it as a problem? I think if you ignore the small middle path through the gold and take down the rocks, this map is pretty average in terms of openness, and much more open than, say, Yeonsu. | ||
Meavis
Netherlands1299 Posts
On March 24 2014 01:21 And G wrote: What do you mean by that and do you see it as a problem? I think if you ignore the small middle path through the gold and take down the rocks, this map is pretty average in terms of openness, and much more open than, say, Yeonsu. there are a lot of spots on the map where 3 forcefields are enough to cut throught an entire army | ||
ConCentrate405
Brazil71 Posts
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Harreh
90 Posts
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moskonia
Israel1448 Posts
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Harreh
90 Posts
So yeah, possible considerations: - There's a large amount of openness outside the nat (that middle ground location). - Less openness through the centre. - Expansions in the corners may seem really far away, will need to see how players react to the layout. There's plenty of room to work with to reposition things though. - Width of ramps may change, the main ramps to look at are obviously the 3 that are outside the nat. | ||
And G
Germany491 Posts
![]() (I also made the high ground path behind those bases a little wider.) I think the most likely case of someone taking one of the golds would be when spawning close (e.g. NW vs NE) one player would take the gold farthest from this opponent as a fourth (NE player taking the SW gold). The question is, is any of this a good idea at all? Would it upset racial or positional balance? Especially in the mentioned NW vs NE example, the gold seems easier to take for the NE player than for the NW player. Poll: Middle bases should be... Normal bases (3) Golds (2) Golds blocked by rocks (0) Removed (0) 5 total votes Your vote: Middle bases should be... (Vote): Golds | ||
JessicaSc2
Poland123 Posts
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And G
Germany491 Posts
There is space behind the bases at the towers/crosses, and I haven't really decided what to do with the golds yet, but having space there seems to serve no purpose. Do you see a specific problem with the lack of space at any of the bases? | ||
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