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Work In Progress Melee Maps - Page 106

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 104 105 106 107 108 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
JessicaSc2
Profile Joined February 2014
Poland123 Posts
March 23 2014 11:04 GMT
#2101
Is this concept any good?

[image loading]
moskonia
Profile Joined January 2011
Israel1448 Posts
March 23 2014 11:39 GMT
#2102
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.
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
Last Edited: 2014-03-23 11:53:36
March 23 2014 11:52 GMT
#2103
@andG
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
[image loading]
"Not you."
algue
Profile Joined July 2011
France1436 Posts
March 23 2014 11:54 GMT
#2104
@JessicaSc2 : In my opinion you should make the center ramps larger and creat an antiga shipyard-esque middle but place the Xelnaga healing shrine in the middle instead of a xel naga tower. Placing the xel naga healing shrine in the middle would give the players an objective to secure whereas placing it in the players base it just gives them a reason to camp.

The third base looks very weird. There's something wrong with It and I don't see how to fix it.
rly ?
JessicaSc2
Profile Joined February 2014
Poland123 Posts
Last Edited: 2014-03-23 11:55:29
March 23 2014 11:54 GMT
#2105
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
Profile Joined May 2012
Germany491 Posts
March 23 2014 13:37 GMT
#2106
http://www.teamliquid.net/forum/sc2-maps/414326-map-analyser-tool
not a community mapmaker
moskonia
Profile Joined January 2011
Israel1448 Posts
March 23 2014 14:03 GMT
#2107
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.
JessicaSc2
Profile Joined February 2014
Poland123 Posts
March 23 2014 14:23 GMT
#2108
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
Profile Joined January 2011
Israel1448 Posts
March 23 2014 14:29 GMT
#2109
Oh I was not aware of that fact, did you test it and you can? I never tried.
JessicaSc2
Profile Joined February 2014
Poland123 Posts
March 23 2014 14:52 GMT
#2110
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
Profile Joined January 2011
Israel1448 Posts
March 23 2014 15:10 GMT
#2111
Well the editor is insanely powerful, so I assume almost anything is possible, with the knowledge of how to do it.
And G
Profile Joined May 2012
Germany491 Posts
Last Edited: 2014-03-23 16:21:58
March 23 2014 16:21 GMT
#2112
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.
not a community mapmaker
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
March 23 2014 16:42 GMT
#2113
On March 24 2014 01:21 And G wrote:
Show nested quote +
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.


there are a lot of spots on the map where 3 forcefields are enough to cut throught an entire army
"Not you."
ConCentrate405
Profile Joined November 2013
Brazil71 Posts
March 23 2014 18:26 GMT
#2114
Healing Shrines hmnn... I'm all in favor of non standard campaign/arcade stuff applied to melee but this one is so hard balance. If you drop/harass and don't kill, next time you attack those units will be healed again so you probably won't kill them for a second time. Reaper openings being even more used just for scout. MotherShip Core sending colossus/immortal back to heal after a failed push without the consequences of hull damage. Free mech repair... Or the contray, benefiting the attacker. Maybe if you put a lot of constraints it could work competitively, but at this point would it be worth to have?
I look like someone's uncle after a hard life
Harreh
Profile Joined September 2013
90 Posts
March 23 2014 22:54 GMT
#2115
Any final thoughts on this design? I feel quite pleased with it to be honest. It feels like any changes that would be done now would be in response to feedback from play testing.
[image loading]
moskonia
Profile Joined January 2011
Israel1448 Posts
March 24 2014 03:40 GMT
#2116
Seems all-right, although I would personally have made the center a bit more open, so you have a place for engagements, but that is not a necessity at all. You should though do at least some work on the aesthetics before play testing it.
Harreh
Profile Joined September 2013
90 Posts
March 24 2014 10:57 GMT
#2117
I feel like openness can easily be tweaked after play testing. And yeah the aesthetics need work. One of the first thing I leant was to not waste time texturing maps and instead focus on layout.

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
Profile Joined May 2012
Germany491 Posts
March 24 2014 13:16 GMT
#2118
Coming back to my apparently not so crazy mixed-symmetry map, I thought about redesigning the middle bases since they seemed too difficult to take, but instead I now went the other route and made them golds:

[image loading]

(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)
 
60%

Golds (2)
 
40%

Golds blocked by rocks (0)
 
0%

Removed (0)
 
0%

5 total votes

Your vote: Middle bases should be...

(Vote): Golds
(Vote): Golds blocked by rocks
(Vote): Normal bases
(Vote): Removed


not a community mapmaker
JessicaSc2
Profile Joined February 2014
Poland123 Posts
March 24 2014 13:19 GMT
#2119
Looks like there is not a lot of space behind the mineral lines sort of everywhere except the mains.
And G
Profile Joined May 2012
Germany491 Posts
March 24 2014 13:33 GMT
#2120
This is still very much a prototype and mineral layouts (including position of geysers for overlord scouting) will be adjusted later. But yes, for the natural and third that hug the main, there will be no space between the minerals and cliffs since you can put static AA on the high ground and I'm not of the opinion that any sort of harrass that requires space behind minerals should be equally viable on every map.

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?
not a community mapmaker
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