I need to start a new map don't I? lol
Work In Progress Melee Maps - Page 109
Forum Index > SC2 Maps & Custom Games |
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin | ||
Harreh
90 Posts
I need to start a new map don't I? lol | ||
Coppermantis
United States845 Posts
On April 01 2014 21:05 moskonia wrote: Ah so this was an April fools joke all along right? ![]() I don't think so, 'cause it doesn't look quite like that in the actual game. Overview's a bit messy, but in-game I don't find it distracting at all, much less "horrible." I understand that it's not exactly something that'd be fit for ladder or competitive play, but I disagree that it's as bad as you're saying it is. The islands outside of the playable area do look messy, though, so I'll give you that. Honestly, right now, I don't care about the artstyle. I just want to know if people think it's a feasible layout or not. | ||
And G
Germany491 Posts
Basically, I think there are too many bases that clearly belong to one player, and that it's too easy to get to four or even five bases with all entrances being relatively close together (everything is packed so densely), so this looks like a map that encourages deathballs to me. Coupled with the lack of harassment vulnerability of any of the bases (except maybe the 6/12 o'clock bases) and the narrow middle lanes even without rocks this looks like a Protoss favoured map to me, not necessarily in terms of winning percentages, but mostly because if Zerg can't get much early damage done they're basically forced to go SH, because how else are you going to break a Protoss who sits on five bases in his little corner when spawning cross? By the way, it's kind of difficult to get a good idea of the map with that weird texturing. It seems there are cardinal ramps at the middle high grounds but I'm not even sure; maybe post an analyzer picture? | ||
iamcaustic
Canada1509 Posts
On April 02 2014 04:15 Coppermantis wrote: I don't think so, 'cause it doesn't look quite like that in the actual game. Overview's a bit messy, but in-game I don't find it distracting at all, much less "horrible." I understand that it's not exactly something that'd be fit for ladder or competitive play, but I disagree that it's as bad as you're saying it is. The islands outside of the playable area do look messy, though, so I'll give you that. Honestly, right now, I don't care about the artstyle. I just want to know if people think it's a feasible layout or not. The layout has a disgusting amount of resource concentration. There is zero incentive to leave your little corner on the map until you hit 200/200. Why does a 1v1 map need 20 bases? | ||
EatThePath
United States3943 Posts
| ||
Harreh
90 Posts
I like the base setup but it seems really boring in the middle. It gets really crowded and tight for space to actually do anything with it due to the symmetry converging there. New 4p map: ![]() Possible gold base set up: + Show Spoiler + | ||
And G
Germany491 Posts
I think that if you want to enter a map in the TLMC, then you should design your layout around a four-player map from the beginning rather than try fitting a standard layout in a four-player map. And if this isn't for the TLMC, then I see no reason to make it a four-player map in the first place. Also, rotational symmetry is much harder to do than axial symmetry, and just because you can fit a certain main/nat/third setup into a rotational map doesn't mean it's a good idea to do so. I'd suggest trying axial symmetry instead. Also, gold bases don't make any sense on this map unless you get rid of other bases IMO. Sorry for negativity, but this just seems to lack a central concept. | ||
iamcaustic
Canada1509 Posts
On April 03 2014 00:15 Harreh wrote: All right then, moving on! I like the base setup but it seems really boring in the middle. It gets really crowded and tight for space to actually do anything with it due to the symmetry converging there. What, exactly, are you trying to accomplish with this design? | ||
Afito
1 Post
It's my very first try so I guess I made some rather obvious mistakes... First, the map: http://imgur.com/a/gdq3B (since I can't img here as new user) It's not meant too serious. I wanted to make a map with citadel style points allowing you to place a bit of defense on. Mostly used for Siege Tanks and Spines I guess. I made the pathways small so you can not stack too much stuff there and by placing the rocks I wanted to give early aggression a better opportunity. To give the attacker a better chances I tried to add more small paths around the bag, one defended by 2 hostile spines. For instance, I feel like I made the bases way too small and/or tried to fit too many bases onto the map. I feel like I didn't really know what to do in the middle so I just put something there and now it kind of looks awkward. On top, the S-shaped LOS breaker is not something I'd do again like this, maybe around a smaller path, but toying with vision is just retarded there. In retroperspective I just wish I could expand the entire map, I'm gonna remake it either way to get a better feeling for the tool. I mostly have trouble finding the right map sizes right now. | ||
EatThePath
United States3943 Posts
| ||
Erotes
1 Post
http://i.imgur.com/TXQUKoB.png[/img][/img] | ||
And G
Germany491 Posts
On April 03 2014 19:05 Erotes wrote: Maps' called Peacefull Skeloten Realm Invaded by Helicopter, tell me whatcha think. http://i.imgur.com/TXQUKoB.png Everyone's first map is bad, but yours looks like an illustration for a "how not to design a SC2 map" guide. I'd like to list the things you need to improve but quite frankly I don't even know where to begin, so I suggest you read up on the guides in this post under "Mapping -> Guides -> 101 Layouts" instead. @Afito, your map looks much better, but also has many typical mistakes. The linked guides are probably useful for you as well. | ||
EatThePath
United States3943 Posts
@and G: Don't let iamcaustic's passive aggressive style of criticism rub off on you, I don't think it suits you. >< | ||
iamcaustic
Canada1509 Posts
On April 04 2014 01:06 EatThePath wrote: @and G: Don't let iamcaustic's passive aggressive style of criticism rub off on you, I don't think it suits you. >< I'm not passive aggressive, I'm just direct. ![]() Mapper's Index is an excellent resource for getting started, however. I approve of its linkage. | ||
And G
Germany491 Posts
I mean, with everyone having internalized all the rules by now, I think we sometimes forget why these rules exist in the first place and under which circumstances we can ignore them. New map makers ignore them all the time because they don't know them (see Erotes' map), and then the rules are drilled into them and they end up producing the same kind of maps everyone makes. That's also why I don't like to tell aspiring map makers stuff like "put your main on the high ground with a single narrow ramp" because I think it's important that you first understand why whis is a good idea. | ||
Phaenoman
568 Posts
| ||
EatThePath
United States3943 Posts
On April 04 2014 03:28 iamcaustic wrote: I'm not passive aggressive, I'm just direct. ![]() Mapper's Index is an excellent resource for getting started, however. I approve of its linkage. It's not you it's me. </3 Just trying to provide support for the newbies. | ||
![]()
The_Templar
your Country52797 Posts
Size is 176^2. ![]() Anything I should do before I add aesthetics? | ||
Phaenoman
568 Posts
What's with those 2 small highgrounds at the center? Are u gonna place XNT there? | ||
![]()
The_Templar
your Country52797 Posts
On April 04 2014 22:43 Phaenoman wrote: Is there a tiny path to each others base when u spawn at 1/ 7 o'clock? No. On April 04 2014 22:43 Phaenoman wrote: What's with those 2 small highgrounds at the center? Are u gonna place XNT there? Probably XNT, yeah. Not entirely sure yet, haven't play tested it. | ||
| ||