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Active: 1686 users

Work In Progress Melee Maps - Page 111

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 109 110 111 112 113 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
skdeimos
Profile Joined May 2013
Canada155 Posts
April 07 2014 10:09 GMT
#2201
Ah, then you're fine. I like the new version, everything except the centre, which seems a bit uninspired. I understand that you want to keep the XNC-style centre, but I feel that it doesn't work in 4p rotational.
EthanS
Profile Joined February 2011
United States206 Posts
April 10 2014 14:29 GMT
#2202
On April 07 2014 16:58 Big J wrote:
+ Show Spoiler +

On April 07 2014 13:32 EatThePath wrote:
The middle on this is so cool, I want to steal it but I have nothing to put it on.


haha, thanks

So this is an updated version:

[image loading]



Hate to be "that guy", but you might want to remove the little swastika from the center of the map.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
April 10 2014 16:14 GMT
#2203
On April 10 2014 23:29 EthanS wrote:
Show nested quote +
On April 07 2014 16:58 Big J wrote:
+ Show Spoiler +

On April 07 2014 13:32 EatThePath wrote:
The middle on this is so cool, I want to steal it but I have nothing to put it on.


haha, thanks

So this is an updated version:

[image loading]



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?


[image loading]

User was warned for this post
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
And G
Profile Joined May 2012
Germany491 Posts
April 10 2014 16:31 GMT
#2204
Anyone remember these maps?

[image loading]

[image loading]

[image loading]

[image loading]

not a community mapmaker
EthanS
Profile Joined February 2011
United States206 Posts
April 10 2014 16:32 GMT
#2205
On April 11 2014 01:14 Uvantak wrote:
Show nested quote +
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?


[image loading]

Yes. Much better. You should call it "Lebensraum"
moskonia
Profile Joined January 2011
Israel1448 Posts
Last Edited: 2014-04-10 17:33:11
April 10 2014 17:32 GMT
#2206
On April 11 2014 01:14 Uvantak wrote:
Show nested quote +
On April 10 2014 23:29 EthanS wrote:
On April 07 2014 16:58 Big J wrote:
+ Show Spoiler +

On April 07 2014 13:32 EatThePath wrote:
The middle on this is so cool, I want to steal it but I have nothing to put it on.


haha, thanks

So this is an updated version:

[image loading]



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?

Dude, that is not cool. I agree that EthanS was overreacting, but come on.
ConCentrate405
Profile Joined November 2013
Brazil71 Posts
April 10 2014 17:41 GMT
#2207
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).
[image loading]
I'm worried about blink and will put some more thought on it until submission day, but any suggestion on what to improve?
I look like someone's uncle after a hard life
Phaenoman
Profile Joined February 2013
568 Posts
April 10 2014 19:27 GMT
#2208
What's the size? Seems very small, doesn't it? At least I got this feeling.
Random is hard work dude...
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
April 10 2014 20:09 GMT
#2209
ROFL, that nazi map. Why would you think that would ever be a good idea?

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 +
[image loading]

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.
Twitter: @iamcaustic
ConCentrate405
Profile Joined November 2013
Brazil71 Posts
April 10 2014 20:15 GMT
#2210
144 x 128 Maybe too small with the current layout to be viable, but it is supposed to be smaller than other 3p maps. It also should have some kind of more foward or exposed expo, instead of making everything in a circle. Thats why a made the low ground bases more protected, if players spawn at 7 and 3, the 7 can take a third at low ground and the one on 3 takes the higher ground. I can make it 144 x 144 but I don't want to go beyond it.
I look like someone's uncle after a hard life
Phaenoman
Profile Joined February 2013
568 Posts
Last Edited: 2014-04-10 20:57:54
April 10 2014 20:52 GMT
#2211
Have u thought about how this map is supposed to play out in lategame? Since the distances from one third of the map to another is very short, space ctrl will be very ez. For example SH? Siege tanks?
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.
Random is hard work dude...
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
April 10 2014 22:14 GMT
#2212
On April 11 2014 02:32 moskonia wrote:
Show nested quote +
On April 11 2014 01:14 Uvantak wrote:
On April 10 2014 23:29 EthanS wrote:
On April 07 2014 16:58 Big J wrote:
+ Show Spoiler +

On April 07 2014 13:32 EatThePath wrote:
The middle on this is so cool, I want to steal it but I have nothing to put it on.


haha, thanks

So this is an updated version:

[image loading]



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?

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.
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
Mistakes
Profile Joined February 2011
United States1102 Posts
April 11 2014 00:29 GMT
#2213
On April 11 2014 01:32 EthanS wrote:
Show nested quote +
On April 11 2014 01:14 Uvantak wrote:
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?


[image loading]

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.
StarCraft | www.psistorm.com | www.twitter.com/MistakesSC | www.twitch.tv/MistakesSC | Seattle
NewSunshine
Profile Joined July 2011
United States5938 Posts
April 11 2014 02:01 GMT
#2214
On April 11 2014 07:14 Uvantak wrote:
Show nested quote +
On April 11 2014 02:32 moskonia wrote:
On April 11 2014 01:14 Uvantak wrote:
On April 10 2014 23:29 EthanS wrote:
On April 07 2014 16:58 Big J wrote:
+ Show Spoiler +

On April 07 2014 13:32 EatThePath wrote:
The middle on this is so cool, I want to steal it but I have nothing to put it on.


haha, thanks

So this is an updated version:

[image loading]



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?

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.

Thank you.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
And G
Profile Joined May 2012
Germany491 Posts
Last Edited: 2014-04-13 12:57:20
April 13 2014 12:55 GMT
#2215
In the absence of a General Mapmaking Discussion thread, I'll be hijacking this WIP thread because:

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)
 
0%

40-42s (0)
 
0%

42-44s (1)
 
25%

44-46s (0)
 
0%

46-48s (0)
 
0%

48-50s (1)
 
25%

50-52s (1)
 
25%

52-54s (0)
 
0%

56-58s (0)
 
0%

58-60s (0)
 
0%

Over 60s (1)
 
25%

4 total votes

Your vote: Minimum main-to-main distance?

(Vote): Under 40s
(Vote): 40-42s
(Vote): 42-44s
(Vote): 44-46s
(Vote): 46-48s
(Vote): 48-50s
(Vote): 50-52s
(Vote): 52-54s
(Vote): 56-58s
(Vote): 58-60s
(Vote): Over 60s



Ideally this poll would show some sort of Gaussian distribution, but I doubt that'll be the case...
not a community mapmaker
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
April 13 2014 13:06 GMT
#2216
idk about main to main but for me the ideal distance is between 40-52 seconds from nat to nat
"Not you."
WedRine
Profile Joined March 2013
Denmark64 Posts
April 13 2014 16:32 GMT
#2217
I made a little concept and it'l take som serious adjusting to make it balanced if possible at all but i would like to hear som thoughts before moving on.

[image loading]

do think there's anyway to make something like this work?
Mike Kilo Papa!
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
April 13 2014 17:45 GMT
#2218
Regarding the rush distances, you may want to check this out

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
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
April 13 2014 17:57 GMT
#2219
I had some ideas and this came out, can something good be taken from that design?
[image loading]
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
skdeimos
Profile Joined May 2013
Canada155 Posts
April 13 2014 20:02 GMT
#2220
On April 14 2014 02:57 OtherWorld wrote:
I had some ideas and this came out, can something good be taken from that design?
[image loading]


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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