Work In Progress Melee Maps - Page 111
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Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin | ||
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skdeimos
Canada155 Posts
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EthanS
United States206 Posts
On April 07 2014 16:58 Big J wrote: + Show Spoiler + Hate to be "that guy", but you might want to remove the little swastika from the center of the map. | ||
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Uvantak
Uruguay1381 Posts
On April 10 2014 23:29 EthanS wrote: Hate to be "that guy", but you might want to remove the little swastika from the center of the map. Here i made a map, does this one have your seal of approval? ![]() User was warned for this post | ||
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And G
Germany491 Posts
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EthanS
United States206 Posts
Yes. Much better. You should call it "Lebensraum" | ||
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moskonia
Israel1448 Posts
On April 11 2014 01:14 Uvantak wrote: Here i made a map, does this one have your seal of approval? Dude, that is not cool. I agree that EthanS was overreacting, but come on. | ||
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ConCentrate405
Brazil71 Posts
It looks way more assymetric than it really is mostly because the top base (I blame 3p symmetry). ![]() I'm worried about blink and will put some more thought on it until submission day, but any suggestion on what to improve? | ||
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Phaenoman
568 Posts
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iamcaustic
Canada1509 Posts
On April 11 2014 02:41 ConCentrate405 wrote: This is one my projects for TLMC. Distance is 40s from nat to nat and 60s from main to main. It looks way more assymetric than it really is mostly because the top base (I blame 3p symmetry). + Show Spoiler + ![]() I'm worried about blink and will put some more thought on it until submission day, but any suggestion on what to improve? You should turn on merged height levels and polish up the terrain a bit. Aside from that, maybe look into utilizing some of the open space to spread out your 3rd/4th bases; right now you can kind of chill in one spot with a death ball and reasonably defend a greater-than-maximum income economy. | ||
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ConCentrate405
Brazil71 Posts
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Phaenoman
568 Posts
What about the center? U have any ideas yet? Seeing those curtains in the middle: I hope u are not going to place a XNT. That would cover an extremely large area. | ||
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Uvantak
Uruguay1381 Posts
On April 11 2014 02:32 moskonia wrote: Dude, that is not cool. I agree that EthanS was overreacting, but come on. @Caustic/mosko I didn't really made it, sadly i'm not that creative someone else on /vg/ (iirc?) did it a couple years ago. but yeah, i'm pretty freaking annoyed by all those guys that see (search?) for swastikas in every single 4p rotational map, they are rotational maps and the swastika is one really damn basic shape, it's obvious that some swastikas will pop up you want it or not.Regarding distances, not all the 3p maps must be 15x X 15x, but it certainty helps since you are wasting a ton of space by making them even slightly circular so the rush distances become really small. 60 seconds for scouting distance and 40 seconds for nat 2 nat are some very nice times (almost the same as Habitation Station), so if you can get that distance you should be fine for the most part. | ||
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Mistakes
United States1102 Posts
On April 11 2014 01:32 EthanS wrote: Yes. Much better. You should call it "Lebensraum" To be honest I saw the middle of that map and actually thought it would be pretty fun to play on. Regardless of whatever shape it makes. | ||
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NewSunshine
United States5938 Posts
On April 11 2014 07:14 Uvantak wrote: @Caustic/mosko I didn't really made it, sadly i'm not that creative someone else on /vg/ (iirc?) did it a couple years ago. but yeah, i'm pretty freaking annoyed by all those guys that see (search?) for swastikas in every single 4p rotational map, they are rotational maps and the swastika is one really damn basic shape, it's obvious that some swastikas will pop up you want it or not.Thank you. | ||
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And G
Germany491 Posts
On August 31 2012 07:05 Samro225am wrote: We are here to share our ideas. We want to discuss map making and support each other make better maps. So anyway, I have several WIP four player maps where the main2main distance is shorter than the nat2nat distance (think Alterzim) and I'm worried that the main2main distance may be too short on some maps. I'm unaware of any sort of previous discussion or consensus regarding this topic. I'd love to hear detailed thoughts, but I know that most people don't like to write much, especially when others have already posted similar answers, so I made a simple poll. I could post pictures of an example layout, but just imagine your average mains with narrow ramps and about 8 to 10 seconds from the base to that ramp, and typical terrain between the mains (without watchtowers). If you feel that the minimum distance heavily depends on aspects of the map design that haven't been mentioned, please try to imagine a map that allows for the shortest possible main2main distance while keeping the above specifications in mind, and then vote that distance (and maybe post what in particular you think such a map needs to make those short distances viable). Please remember that the naturals are further apart than the mains. Poll: Minimum main-to-main distance? Under 40s (0) 40-42s (0) 42-44s (1) 44-46s (0) 46-48s (0) 48-50s (1) 50-52s (1) 52-54s (0) 56-58s (0) 58-60s (0) Over 60s (1) 4 total votes Your vote: Minimum main-to-main distance? (Vote): Under 40s Ideally this poll would show some sort of Gaussian distribution, but I doubt that'll be the case... | ||
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Meavis
Netherlands1300 Posts
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WedRine
Denmark64 Posts
![]() do think there's anyway to make something like this work? | ||
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Uvantak
Uruguay1381 Posts
https://docs.google.com/spreadsheet/ccc?key=0Ak2vxJWQVFhNdDFMY3ZmNk9FeE1LN3lPRlpVdUdHX1E&usp=drive_web#gid=0 It's oldish tho, i haven't took the time to update it with HotS maps | ||
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OtherWorld
France17333 Posts
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skdeimos
Canada155 Posts
On April 14 2014 02:57 OtherWorld wrote: I had some ideas and this came out, can something good be taken from that design? ![]() If you're gonna make the entrances to bases that chokey, you need to open up the middle of the map more. Zerg needs to have somewhere they can force Protoss to waste forcefields and take a bad engagement, whether that's at the entrance to the base or along the attack route. If the entire attack route is chokey, Protoss sentry all-ins can just march across the map and you can never fight their army. Extreme chokiness can work if balanced with extreme openness - see SPL's Neo Fighting Spirit, although it was kind of imba for other reasons. Other than that, I like your map. Different third base choke layouts based on spawn configurations and a viable expansion path no matter where you spawn. Good shit - just open up the middle. You don't need so many ramps right next to each other with no openness whatsoever. | ||
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![[image loading]](http://i.imgur.com/TBHP7K8.jpg)
![[image loading]](http://i.imgur.com/DgsxKUh.jpg)
![[image loading]](http://wiki.teamliquid.net/starcraft/images/a/a5/Azalea.jpg)
![[image loading]](http://wiki.teamliquid.net/starcraft/images/9/9d/Pinwheel.jpg)
![[image loading]](http://wiki.teamliquid.net/starcraft/images/e/eb/Blaze.jpg)
![[image loading]](http://wiki.teamliquid.net/starcraft/images/3/3c/Sniper_Ridge.jpg)

![[image loading]](http://i.imgur.com/tcYmJl0.jpg)
someone else on /vg/ (iirc?) did it a couple years ago. but yeah, i'm pretty freaking annoyed by all those guys that see (search?) for swastikas in every single 4p rotational map, they are rotational maps and the swastika is one really damn basic shape, it's obvious that some swastikas will pop up you want it or not.![[image loading]](http://i.imgur.com/oHvAAPf.jpg)
![[image loading]](http://i.imgur.com/NIUoWX8l.jpg)