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Work In Progress Melee Maps - Page 108

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
And G
Profile Joined May 2012
Germany491 Posts
March 30 2014 20:11 GMT
#2141
I dunno, I doubt a 4 player map with close spawns disabled will have any chance in the TLMC. It's basically a 2-in-1 map, except both spawning patterns are quite similar due to the symmetry, so it's more like 1.5-in-1. And I can't remember the last time a 4 player map with close spawns disabled was considered a first class map anyway.

Just my 2 cents...
not a community mapmaker
moskonia
Profile Joined January 2011
Israel1448 Posts
March 30 2014 20:25 GMT
#2142
A 4 player map with close spawns disabled is 2 in 1. You got the other close spawns, plus cross spawns, thus 2 different spawn locations which means it is a 2 in 1 map. You can argue it will still play out similarly, but it depends on how you made the map of course, and with such close air distance in close spawns, I don't think cross and close are that similar.
And G
Profile Joined May 2012
Germany491 Posts
Last Edited: 2014-03-30 20:37:16
March 30 2014 20:36 GMT
#2143
Of course it's a 2-in-1 map and yes, there are a differences between the spawning patterns. I'm just saying that those differences are considerably larger on a cross-only 2-in-1 map like Waystation, and that I expect that kind of 2-in-1 map to be more popular and score higher in the TLMC.

It would be a different story if The_Templar's map had different naturals depending on where your opponent spawns, but it looks like even the third base is the same. That's why I said "1.5-in-1 map", because it's technically a 2-in-1 map, but with far fewer differences between spawning locations than on "typical" 2-in-1 maps.
not a community mapmaker
moskonia
Profile Joined January 2011
Israel1448 Posts
March 30 2014 21:24 GMT
#2144
Fair enough. I guess it's really is not a real 2 in 1.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2014-03-31 01:03:31
March 31 2014 01:03 GMT
#2145
On March 31 2014 04:19 The_Templar wrote:
I'm really bad at non-2-player maps so I will be posting here a lot.

I'm attempting a Shattered temple/metropolis kind of map. Close spawns are disabled, obviously.
+ Show Spoiler +

[image loading]


160x160


Templar I think this could work in close spawns:

+ Show Spoiler +
If you can increase the rush distance enough without choking up the attack path too badly. you could also combine those 4 bases circled into 2 bases. The mains could be larger. if anything, I'd say increase the bounds a few squares to accomodate the extra room needed.

[image loading]
~ ~ <°)))><~ ~ ~
And G
Profile Joined May 2012
Germany491 Posts
March 31 2014 11:25 GMT
#2146
TheFish7, what would you say is the minimum acceptable nat2nat distance with a main/nat layout like that? I think 35 seconds is okay but I'm really not sure about 30 seconds and your proposed change looks like even less than that. I think if you want to enable close spawns on this map, you'd need to make the map wider along the NE/SW axis on top of any changes to the corner bases. And I doubt this will ever be a good map for close spawns because of the weird positioning of the third bases, even if you combine them.

@The_Templar: I'd remove the island bases, and if you want a 4 player map with close spawns enabled, I think you need to design the map that way from the beginning.
not a community mapmaker
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
March 31 2014 11:30 GMT
#2147
On March 31 2014 20:25 And G wrote:
@The_Templar: I'd remove the island bases, and if you want a 4 player map with close spawns enabled, I think you need to design the map that way from the beginning.

Most of the point of the map is the island bases -.-
Moderatorshe/her
TL+ Member
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
March 31 2014 14:52 GMT
#2148
On March 31 2014 20:25 And G wrote:
TheFish7, what would you say is the minimum acceptable nat2nat distance with a main/nat layout like that? I think 35 seconds is okay but I'm really not sure about 30 seconds and your proposed change looks like even less than that. I think if you want to enable close spawns on this map, you'd need to make the map wider along the NE/SW axis on top of any changes to the corner bases. And I doubt this will ever be a good map for close spawns because of the weird positioning of the third bases, even if you combine them.


In my own testing 38 seconds is the minimum I use... I find I need that much time to defend a 9 pool properly. I agree that making the map wider might be a good idea, if you're going to do that you can also reposition the main a bit and perhaps make the 3rd base (in close spawns) more accessible in the process; the narrow path to get to it is currently very skinny for a zerg defender.
~ ~ <°)))><~ ~ ~
And G
Profile Joined May 2012
Germany491 Posts
March 31 2014 15:15 GMT
#2149
On March 31 2014 23:52 TheFish7 wrote:
Show nested quote +
On March 31 2014 20:25 And G wrote:
TheFish7, what would you say is the minimum acceptable nat2nat distance with a main/nat layout like that? I think 35 seconds is okay but I'm really not sure about 30 seconds and your proposed change looks like even less than that. I think if you want to enable close spawns on this map, you'd need to make the map wider along the NE/SW axis on top of any changes to the corner bases. And I doubt this will ever be a good map for close spawns because of the weird positioning of the third bases, even if you combine them.

In my own testing 38 seconds is the minimum I use... I find I need that much time to defend a 9 pool properly. I agree that making the map wider might be a good idea, if you're going to do that you can also reposition the main a bit and perhaps make the 3rd base (in close spawns) more accessible in the process; the narrow path to get to it is currently very skinny for a zerg defender.

I'm not sure I understand what you mean. When defending a 9 pool, surely the important distance is main2main, not nat2nat? I mean, a 9 pool is so uneconomical that there's no need for fast expanding when defending an aggressive 9 pool, and Zerg has only the main hatchery for a while anyway, so why would the nat2nat distance be of much importance?

Or are you talking about ZvZ? In that case I don't see any problem in short rush distances at all, because the only thing it really means is that no one will ever hatch first, which in my opinion is perfectly fine on a 4 player map if it only applies to close positions (and if everyone can have opponents in close positions).
not a community mapmaker
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
March 31 2014 15:26 GMT
#2150
main hatch to primary ramp, ZvT
~ ~ <°)))><~ ~ ~
And G
Profile Joined May 2012
Germany491 Posts
March 31 2014 15:41 GMT
#2151
Whoa, 38 seconds from main base to opponent's main ramp? That's around Steppes of War distance! I'd be scared of making such a map, much less play on it...
not a community mapmaker
Big J
Profile Joined March 2011
Austria16289 Posts
March 31 2014 16:04 GMT
#2152
Trying to play around with less ordinary setups for the TLMC. Give me feedback on this one please:

[image loading]

Main base of player 2 is natural of player 1.
4spawns, but no close spawns.

Too turtly?
Too strong for drops/air play?
And G
Profile Joined May 2012
Germany491 Posts
March 31 2014 16:40 GMT
#2153
If The_Templar's map is a 1.5-in-1 map, then this must be around 1.1-in-1.
not a community mapmaker
Big J
Profile Joined March 2011
Austria16289 Posts
March 31 2014 17:32 GMT
#2154
On April 01 2014 01:40 And G wrote:
If The_Templar's map is a 1.5-in-1 map, then this must be around 1.1-in-1.


It's a 2.5player map with 4spawns.
And G
Profile Joined May 2012
Germany491 Posts
Last Edited: 2014-03-31 17:53:06
March 31 2014 17:52 GMT
#2155
What I mean is that every spawning pattern will play out nearly exactly the same. I've already explained why I don't expect such a map to do well in the TLMC. so I'll just leave it at that. Maybe I'm just stupid and this is all utter genius or something.
not a community mapmaker
Harreh
Profile Joined September 2013
90 Posts
March 31 2014 22:18 GMT
#2156
So I'm considering some changes to my map, but I'm really undecided.

I think people see the highground 3rd as too defendable so I've tried to lessen that back adding a back door with rocks.
But to be honest I'm not sure that it is completely true and that changes are even needed as it might not even be a problem. Anywhere, here's my idea:
[image loading]
Coppermantis
Profile Joined June 2012
United States845 Posts
Last Edited: 2014-04-01 06:30:47
April 01 2014 06:23 GMT
#2157
[image loading]
So here's a thing. The idea was a map that's initially restrictive, but opens up as the game goes on with the option to close back up if one so desires.

All spawns are enabled, rush distances are ~60 sec both horizontally and vertically. Reapers can't cheat and become super OP in horizontal spawns because the cliffs between the pairs of bases at 6:00 and 12:00 can't be cliff-jumped. The fastest route for them is only the ^ and v shaped high grounds.

The art style is...interesting, and being adjusted. Keep in mind that, as it stands, the "missing" terrain cells are still pathable.
moskonia
Profile Joined January 2011
Israel1448 Posts
April 01 2014 12:05 GMT
#2158
Ah so this was an April fools joke all along right? No really the style is horrible, it is too distracting since it seems like the map is buggy, even if you know it isn't.
Harreh
Profile Joined September 2013
90 Posts
April 01 2014 12:21 GMT
#2159
Alternative design:
[image loading]
Phaenoman
Profile Joined February 2013
568 Posts
April 01 2014 15:08 GMT
#2160
@Harreh: I think since ur original intention was to have only one entrance at the 4th, the changes u've made seem a bit "forced". I hope u know what I mean :D Overall I find the first one more fitting if u decide to change it. Only my thoughts.
Random is hard work dude...
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