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Work In Progress Melee Maps - Page 113

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
Tio
Profile Joined April 2014
5 Posts
May 02 2014 18:35 GMT
#2241
Hey everyone, this is my first time making a map and I'd love to get some feedback on the layout. I have no experience making maps so I'd like to know all the things wrong with it and what I need to focus on. Thanks! (It's mostly about the layout. I did not really add detail to the map yet.)

150x150

Because I'm a new user I can't use the IMG tag so here is a link instead.

http://i.imgur.com/grdxhOy.jpg
Samro225am
Profile Joined August 2010
Germany982 Posts
May 02 2014 19:12 GMT
#2242
[image loading]

here is your image visible in the thread. you do this by clicking "upload image" in the top right of your messaging window. this calibrates the link automatically to work as a image-link.

nat looks harassable and your thirds are far away and quite open which makes them tricky to take and defend. you should try to not use cardinal direction ramps, they are difficult to see ingame.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2014-05-02 19:15:40
May 02 2014 19:13 GMT
#2243
On May 03 2014 03:35 Tio wrote:
Hey everyone, this is my first time making a map and I'd love to get some feedback on the layout. I have no experience making maps so I'd like to know all the things wrong with it and what I need to focus on. Thanks! (It's mostly about the layout. I did not really add detail to the map yet.)

150x150

Because I'm a new user I can't use the IMG tag so here is a link instead.

http://i.imgur.com/grdxhOy.jpg

IMO thats a pretty good first map, you seem to have a good understanding of the basics. A couple things that pop out to me are the natural base mineral line, which can be sieged from the low ground- that is generally considered non-standard and very aggressive favored. Also the 3rd bases are both wide open, and kinda far away so they will be really hard to take for protoss and probably terran as well, and hard to defend as zerg against air aggression.

On May 03 2014 02:58 skdeimos wrote:
Show nested quote +
On May 02 2014 01:25 TheFish7 wrote:
On May 01 2014 07:00 The_Templar wrote:
On May 01 2014 06:27 Namrufus wrote:
Thinking of restarting the map jam Samro?

I was going to actually :o


I have an idea for one, if you guys are looking for ideas. I would like to have a sort of two-phase map contest, I might organize it myself if I have time and I'm feeling ambitious.

The two phases would go like this: In the first phase, the rules would only allow for map layouts with no aesthetics allowed. We would then pick a winner of those or maybe a top 3. Then in the second phase, it would be only aesthetics. You'd take the map file from the winner (or pick one of the top 3) and do just the aesthetics from that map file. I think by having 2 (potentially) people going over the map you'd end up with a higher quality, and plus we could pick whether map X looks better as a beach map or a snow map.


That sounds absolutely incredible. If you want to organize something like this I would be open to help.

Ah I'm glad someone likes the idea Maybe I'll try to organize it soon, just gotta make sure its not going on the same time as a map jam.
~ ~ <°)))><~ ~ ~
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2014-05-02 19:20:12
May 02 2014 19:20 GMT
#2244
On May 03 2014 03:35 Tio wrote:
Hey everyone, this is my first time making a map and I'd love to get some feedback on the layout. I have no experience making maps so I'd like to know all the things wrong with it and what I need to focus on. Thanks! (It's mostly about the layout. I did not really add detail to the map yet.)

150x150

Because I'm a new user I can't use the IMG tag so here is a link instead.

http://i.imgur.com/grdxhOy.jpg

Not too bad for a first map. Everything is in its proper place and the idea is clear, which is more than a lot of first maps.

List of things I notice in no particlar order:
  • The main has a ton of surface area for blink, should probably be reduced for current meta.
  • The nat is very vulnerable to cliff (tank/colossus) attack, not usual for the nat, might be okay if it were on the other (far) side of the ramp.
  • There are other mineral shapes besides wrap-a-corner, try using this guide with pictures, e.g. the vertical edge style for against the base against the main cliff. This way the geysers don't stick out awkwardly. (Although sometimes this is a feature of the base.) Also the 6/12 oclock bases have this problem.
  • The expansion pattern is very linear, arcing out across the edge of the map. The 4th and 5th are very close together and the 5th has one entrance. You might want to add an additional path into the 5th or just spread it out more.
  • Generally diagonal ramps are desirable. Your center area could probably be redone without much fuss with diag instead of cardinal ramps. However, the right aesthetic treatment can make them fine, they're just not usually used.
  • There are a lot of straight cliff lines. Usually only used for manmade cliff types. Try to include some dips and curves.
  • The tower watches all of the center pathways, and the only way around is via those small ramps. If you redo the ramps maybe allow some unseen portion of the routes to get around the tower vision.


glhf ^^
Comprehensive strategic intention: DNE
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2014-05-02 23:40:28
May 02 2014 23:33 GMT
#2245
i expect horizonta spawns to play the most aggressive, so i turned the main-nat-setup so that the close air was no longer an issue when in vertical spawn. by having the mains face each other in the short spawn setup, players intuitively get that aggression is to come. to me it seemed unfai from a design perspevtive to have players scout no oppononet on the short spawn and then get banshee/oracle-harrassed out of the blue from the long spawn/close air.

[image loading]

[image loading]

[image loading]

[image loading]

Tio
Profile Joined April 2014
5 Posts
May 02 2014 23:39 GMT
#2246
Thanks a lot guys, really appreciated. I do agree with all that you said but I was wondering why you think that the expansion pattern is linear, because you can choose between 2 3rds and after that you can deside to take the bottom or the top expansions. Anyway, I'll take a look at what I can change with these tips and I'll make a new version of the map.
Namrufus
Profile Blog Joined August 2011
United States396 Posts
May 03 2014 02:25 GMT
#2247
@EatThePath: thanks for the feedback.
... I think I'll abandon that map, the concept of it isn't that interesting...
+ Show Spoiler +
though I'm liking the way the aesthetics are turning out on it; Meinhoff textures usually look awful when I try to use them. Maybe I'll finish the aesthetics for the heck of it, seems like a waste of time though + Show Spoiler +




I have this map:
+ Show Spoiler [map image] +
[image loading]

Map dimensions = 152x128, Published as "Epimetheus"

What I'm thinking about on the map is the "fourth" base on the highgrounds on the NE and SW corners of the map. I think that base might "flow" too well from the cliffable third: players will be wanting to defend that area anyway from units coming up to cliff-attack the mineral line, so taking the base will "defend" the third. Any thoughts on this? I had that base as a 6m1hyg base before to make the base more "low impact", but changed it to a full base, because that seemd a bit unnecessary? I kind of want to remove the rocks on the ramps there, but that might make the cliffable third too hard to take/vulnerable?

Also maybe a bit too much surface area for blink into the main?
This is it... the alpaca lips.
Blizzkrieg
Profile Joined March 2014
95 Posts
May 03 2014 03:44 GMT
#2248
On September 10 2012 06:26 a176 wrote:
[image loading]

primary textures
belshir dark grass
aiur small tiles
tarsonis concrete
will be adding tarsonis grass later


Gorgeous
Man is equally incapable of seeing the nothingness from which he emerges and the infinity in which he is engulfed. -Blaise Pascal
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 03 2014 09:44 GMT
#2249
@namrufus re: purple map -- That is awesome. Haven't I seen this before? I think the 4th base with rocks is perfect. It requires quite an extension to take as a 4th base, and while it defends the 3rd cliff it also asks you to be quite far from the main/nat. Maybe widen the narrow bit leading from the 2nd rock ramp, so that it is a little scarier on two fronts.

What I love about this map is that the expansion pattern will be so variable in different matchups and depending on strategies employed. Like zvt will definitely take maincliff 3rd, then probably extra hatch 4th at the "normal" 3rd under the semiisland cliff. By the time drops can land up there mutas will be out, or it's a sacrifice hatchery. Then you swing lefthand for a 5th once you've pushed creep there from the maincliff 3rd. Which will be so different than how you handle pvz for example.

Also I don't think it's too blinkable, because of that midground pod. Maybe enlarge that pod a tad and/or put doodads around the highground sides of it to limit the blink landing zone. That makes the blinking much more skillbased and not herp derp in your base timewarp gg but allows good control to make it an effect pin/harass strategy. (This should be a go-to feature imo.)
Comprehensive strategic intention: DNE
Tio
Profile Joined April 2014
5 Posts
Last Edited: 2014-05-03 19:49:04
May 03 2014 13:18 GMT
#2250
Alright I tried to fix all the things you said and I changed some of the things I personally didn't like about the map and right now it looks like this:

[image loading]

(The ramp from the natural to the center of the map is 50% blocked by destructable rocks. )

Any feedback? Did I create new problems? Also, is there a way to change the color of the fog?
Coppermantis
Profile Joined June 2012
United States845 Posts
May 04 2014 00:47 GMT
#2251
To change fog color, open the map's tileset in the data editor, and change the field called "fog color."
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2014-05-04 01:11:29
May 04 2014 01:11 GMT
#2252
^^^^ Map->Map Textures->"Modify" is an easy way to get to the currently used tileset in the data editor.

@EatThePath: Yeah, I actually did post the map in this thread a while back. I also submitted it to the RedBull TLMC, so it is in that threaad too.

Thanks for the kind words / feedback on the map. I was thinking about opening up that small choke area on the highground leading from the far rock-blocked ramp too, so I'll definitely do that now.

Good point on the main cliffs, I hadn't thought of it like that.
This is it... the alpaca lips.
skdeimos
Profile Joined May 2013
Canada155 Posts
May 04 2014 03:42 GMT
#2253
Current WIP. I've been playing around with an old WIP to the point where it's basically unrecognizable. Inspired by King Sejong Science Base, Daybreak, Cloud Kingdom, and Foxtrot Labs.

[image loading]
JessicaSc2
Profile Joined February 2014
Poland123 Posts
May 04 2014 17:43 GMT
#2254
On May 04 2014 12:42 skdeimos wrote:
Current WIP. I've been playing around with an old WIP to the point where it's basically unrecognizable. Inspired by King Sejong Science Base, Daybreak, Cloud Kingdom, and Foxtrot Labs.

[image loading]


the naturals are abusable as hell.
RFDaemoniac
Profile Joined September 2011
United States544 Posts
May 06 2014 16:21 GMT
#2255
personally I like that. If your third is safer than your natural won't that weaken two base all-ins? Since nobody has the strength to one base anymore.
JessicaSc2
Profile Joined February 2014
Poland123 Posts
May 10 2014 04:11 GMT
#2256
Is this idea good or bad?

[image loading]

gases represent possible bases.

jeeneeus
Profile Blog Joined September 2010
1168 Posts
May 10 2014 05:12 GMT
#2257
Hello I made my first map today. It is not finalized as there are no design elements and the mineral patches and such aren't placed properly. I just wanted to make the terrain to show how the map would play out. I would love for critique and also if someone likes it and could turn it into an actual map that would be lovely.

+ Show Spoiler +
[image loading]


Here are some notes on the map itself:
+ Show Spoiler +
The little speckled things in the middle of the map are LOS blockers. I wrote LOS as it is hard to see what they are in this view.
The rocks behind the mains should be one huge horizontal rock. I accidentally made part of the path off the map so I couldn't fit it and put all those rocks there instead.
I want to put air blockers around the main where the minerals and gas are. I had no idea how to do this.


Here are some notes on how the map plays out:
+ Show Spoiler +
I wanted to make a map that would be fun to watch players like Life play on. So there are lots of weird counter attacking paths to take. The idea is that the map may not have the biggest areas, but it compensates by having multiple attack paths to engage from.

Stuff about the main:
+ Show Spoiler +
On the path that goes behind the main, tanks can not reach the mineral line and you can not blink into the main.
The huge horizontal rock should be long enough that you can't blink over them.
I wanted the rocks behind the main to be far away enough from the mineral line that a player would have to build something (or put an overlord) there to see if the rocks are being destroyed.
A reaper can jump from the natural into the main and then into the little back area. The reaper can only go back into the main from there, but it can use that little extra space to try to maneuver around a stalker msc to scout the base.
Hidden tech can of course be put back there as well.


Stuff about the natural:
+ Show Spoiler +
The natural can be walled off with a standard wall off (forge, gateway, pylon, zealot)
The nat2nat distance is 47 seconds.
The natural can not be hit by siege tanks from the third.


Stuff about the closer third:
+ Show Spoiler +

For your third you can choose the one that's closer and easier to defend (two ramps), but it will be closer to your opponent, or the one that's tucked further away, but is much wider.
Tanks in the middle can fire at the choke between the natural and the closer third, but there is enough space for units to go above the line of fire and into the third (such as workers).
At a certain point, tanks can hit the closer third base from the low ground. It is probably a good idea to attack before they get there, especially since the space before that is wider and has two directions to attack from.
You can try to use the LOS blockers to surprise an army in a smaller area, or wait until they step into the larger area with two attack paths.
However, for a protoss, one of those two directions can be preemptively forcefielded with 3 forcefields, making the units have to run all the way around the high ground area if they want to atk on two sides.
If a player chooses to have his units at the choke between the natural and third, a player can send units around the long way, into the path behind the base to try to do damage to the main. I am considering putting the two ramps at the natural further away from each other so it is not as easy to see units going through that area.


Stuff about the middle:
+ Show Spoiler +

I wanted to make the middle maybe two spaces wider, but I ran out of room.
Currently, all the middle spaces are at least 10 units wide.
Tanks on the middle high ground area can hit most of the choke on the low ground, but there is enough space both on top and bottom to slip through.
Swarm hosts are easy to deal with because you can fire at the locusts while they are traveling through the middle from your side. Also the LOS blockers give an extra second to fire at locusts. Alternatively, the zerg can try to take the middle high ground areas to have a better vantage point for the swarm hosts, but that is really far away.
I briefly considered putting xel naga towers in the middle high ground areas, but I remembered I disliked xel naga towers.


Stuff about the other bases:
+ Show Spoiler +

The top gas of the far away third (or fourth) can be hit by tanks from the path around the main. I think if you let a terran get tanks behind your army and placed there, you deserve to lose that gas.

There is a mini base (4m1g). I had that extra space doing nothing so I put it there. I could be easily convinced to remove it.

Leprechaun Tree
Profile Joined July 2010
United States21 Posts
May 10 2014 07:14 GMT
#2258
Hey guys, I've been working on a new 1v1 map which utlizes the idea of variable spawns. As you can see in the image, spawn location will largely dictate the game play.

[image loading]



Since you won't be aware which of the 15 spawns your enemy is at, you will have to alter your game play significantly. Do you play greedy and hope he won't find you? Or do you immediately attack, hoping to find him. At the highest levels of play, this map will quickly alter the metagame.

I am not finished with textures/artwork, only the terrain.
I want da gold
algue
Profile Joined July 2011
France1436 Posts
May 10 2014 10:05 GMT
#2259
@ Jeeneeus & Leprechaun Tree :

I'm not by any mean trying to discrourage you but you aimed for something way too hard to accomplish as your first map. You should focus on something easier before trying some weird stuff.

No rule is set in stone but you should learn and respect some of them before trying to transgress them successfuly :
- Only use 45 degrees inclines ramps. Cardinal ramp are weird (most of the time).
- Make your map as symmetrical as possible
- Look at the maps on the ladder, try to reproduce their proportions (for example the main should be large enough to contain most (if not all) terran buildings until the late game without forcing the player to think how to place his buildings properly)
- Open the blizzard maps in your editor and copy/past the bases on your map, it will be easier than making your own weird bases (don't use the symmetry tool to creat multiple bases at once, it will fuck up the mineral placement)
- Always think about the forcefields, If a protoss can forcefield his way to the zerg base without breaking a sweat, your map is probably too chokey
- Waste as little space as possible. Why would you creat some places on the map where nothing will ever happen ?
- Don't creat overly complicated maps (especially if those are your first maps). People playing this game don't want to have to think for hours on how to get to their next expand, where are the spawn locations etc.
rly ?
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
May 11 2014 03:54 GMT
#2260
@Jessica: Middle idea is interesting but the expansion setup is pretty boring. Also the map seems too big, you could cut down on the size of most areas and slightly reduce the width of a lot of the center ramps.
vibeo gane,
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