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Work In Progress Melee Maps - Page 114

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
Leprechaun Tree
Profile Joined July 2010
United States21 Posts
May 11 2014 09:13 GMT
#2261
I was just kidding about making it a 1v1 map, really I made a 15 player free for all map. Here it is with spawns highlighted
[image loading]
I have no expectations of this map seeing tournament play or anything, I just wanted to make something fun.
I want da gold
algue
Profile Joined July 2011
France1436 Posts
May 11 2014 15:11 GMT
#2262
Leprechaun Tree :
Eventhough you don't have any expectation for this map, you could still use it to train yourself to use doodads, textures, good proportions etc.
rly ?
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2014-05-11 15:13:47
May 11 2014 15:13 GMT
#2263
On May 11 2014 18:13 Leprechaun Tree wrote:
I was just kidding about making it a 1v1 map, really I made a 15 player free for all map. Here it is with spawns highlighted
+ Show Spoiler +
[image loading]

I have no expectations of this map seeing tournament play or anything, I just wanted to make something fun.

This is even better/worse than + Show Spoiler +
[image loading]
made about 30 months ago by me (Which I still insist is totally balanced)
Moderatorshe/her
TL+ Member
Coppermantis
Profile Joined June 2012
United States845 Posts
May 11 2014 23:16 GMT
#2264
[image loading]
Some notes:
-Controlling the watchtower gives an advantage in that valley due to LoS blockers in the chokes (may not be visible on the overview)
-Ignore that Collapsable Rock Tower, it shouldn't be there. I don't know why it is.
-Blink maybe too powerful
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2014-05-12 00:20:17
May 12 2014 00:19 GMT
#2265
@Coppermantis + Show Spoiler +
[image loading]

Key:
Yellow text = Race/balance issues
Orange rectangles = Unnecessarily narrow chokes
Blue ovals = Space control.

You seem to have a lot of empty spaces in random parts that seem superfluous (the one in the corner could simply not exist or be replaced by something more interesting) and not enough empty space in parts that need it. Also see the yellow text for side thoughts. In addition, you have no big ramps, they are all 1x or 2x size, why?
Moderatorshe/her
TL+ Member
Coppermantis
Profile Joined June 2012
United States845 Posts
Last Edited: 2014-05-12 00:40:52
May 12 2014 00:30 GMT
#2266
Basically, my thoughts behind this one were to have large open areas separated by thin chokes, thus giving Zerg favorable areas to engage, while Protoss and Terran strategies incorporating things like Tanks, FF, and Colossus can use the tighter areas.

And yes, the idea was that the other third would be the superior one for Protoss, while Zerg might favor the 12:00/6:00 one.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
May 12 2014 01:55 GMT
#2267
On May 12 2014 09:30 Coppermantis wrote:
Basically, my thoughts behind this one were to have large open areas separated by thin chokes, thus giving Zerg favorable areas to engage, while Protoss and Terran strategies incorporating things like Tanks, FF, and Colossus can use the tighter areas.

And yes, the idea was that the other third would be the superior one for Protoss, while Zerg might favor the 12:00/6:00 one.

Personally I think you overdid it a bit. That huge area near the center is not all needed I think, and it takes space away from the rest of the map (for example, that third is awfully small…).
Moderatorshe/her
TL+ Member
LoveTool
Profile Joined April 2012
Sweden143 Posts
Last Edited: 2014-05-12 16:57:32
May 12 2014 16:33 GMT
#2268
So I had an idea and just went with it. 148x148 playable.

[image loading]

I have some concerns about if that high ground may be too strong defensively. Also don't see an obvious way to make North/South spawns work. Not sure if the balance of chokeyness/openess plays out that well. Etc. Any other obvious issues?

I'm thinking I may nudge the high ground 3rds a bit N/S out towards the edges too, so the main does not have to look so weird. Collapsible rocks may move to lower part of ramp.
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2014-05-12 22:37:17
May 12 2014 22:29 GMT
#2269
doing some lighting tests for a new map - a simple desert/apocalytic nature setting with a blend of various reddish browns and greys.

textures are still wip and need to be adjusted to the lighting setup I still have to decide on.

this post is a bit image heavy, so each lighting setup shows fours screenshots of the same four locations on the map. each spoiler contains one setup.

i hope i did not mix up any setups. enjoy and feel free to tell me what you thinks works and looks best.

+ Show Spoiler [Zerus] +

[image loading]

[image loading]

[image loading]

[image loading]


+ Show Spoiler [Valhalla] +

[image loading]

[image loading]

[image loading]

[image loading]


+ Show Spoiler [Redstone] +

[image loading]

[image loading]

[image loading]

[image loading]


+ Show Spoiler [New Folsom] +

[image loading]

[image loading]

[image loading]

[image loading]


+ Show Spoiler [Laboratory] +

[image loading]

[image loading]

[image loading]

[image loading]



Poll: What lighting setup is best?

Zerus (7)
 
33%

Valhalla (0)
 
0%

Redstone (2)
 
10%

New Folsom (11)
 
52%

Laboratory (1)
 
5%

21 total votes

Your vote: What lighting setup is best?

(Vote): Zerus
(Vote): Valhalla
(Vote): Redstone
(Vote): New Folsom
(Vote): Laboratory



Coppermantis
Profile Joined June 2012
United States845 Posts
May 12 2014 22:53 GMT
#2270
Zerus is my favorite, with Redstone a close second.
Namrufus
Profile Blog Joined August 2011
United States396 Posts
May 13 2014 00:11 GMT
#2271
[image loading]
dimensions = 136x136. m2m (townhall) = 34s close, 42s cross.

Even though the m2m distance is tiny, each player has an "inbase" mineral wall base with 8m1g.

Completely unplayable?
This is it... the alpaca lips.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
May 13 2014 01:59 GMT
#2272
@Samro225am I like all of them except New folsom.

@Namrufus Yes. Completely unplayable.
Moderatorshe/her
TL+ Member
JessicaSc2
Profile Joined February 2014
Poland123 Posts
May 13 2014 04:39 GMT
#2273
Even though the m2m distance is tiny, each player has an "inbase" mineral wall base with 8m1g.

Completely unplayable?


the fact that you cannot get a safe natural disqualifies it.
skdeimos
Profile Joined May 2013
Canada155 Posts
May 14 2014 07:35 GMT
#2274
I think I'm done with layout on this one and gonna start aesthetics. Any last thoughts?

[image loading]

Gonna do something for Starbow along the lines of Khalim's Will next, since I loved the concept behind that map in TLMC2.
moskonia
Profile Joined January 2011
Israel1448 Posts
May 14 2014 12:38 GMT
#2275
I love it, seems like a pretty solid map from the overview, although it doesn't really fit the meta, as it has a large blink cliff. You should try and remove some of cliff area of the main, in order to keep blink all ins in check. That would be a bit problematic with the current 6/12 base design, but it is important.

On a good note, this map is probably very bad for SH play, as the many paths allow the other player to avoid the SHs with the main army, or counter attack with small runby forces.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 14 2014 18:19 GMT
#2276
@skd: Okay my feedback is only intended to be constructive -- I am pretty underwhelmed. The 4 large bridges really amount to several small holes in a wide open field that defines access to the nat and 3rd. Granted it provides some chokepoint definition at the 3rd and some forcefield engagement locations, but I think the concept would be much stronger if the bridges were narrower or separated more, creating a clear double-bridge towards center and a double-bridge to/from the 3rd. Not only would this make that area more interesting and positionally strategic, but I think it would help improve the significance of the center design. Right now it doesn't really matter which route you take because they all end up at the same place -- outside the nat/3rd. Generally no one will be defending that area, they'll just be defending either of those base locations or camping equidistant / safe stance at a "chokepoint". Apart from parade push back and forth rally type situations (primarily zvt), there won't be much interaction in the center until the late late game when the lowground bases are taken, and then the action will simply be at those bases. I think the intention though is to provide wide flanking options or unscouted surprise army movements, requiring vigilance and map presence and therefore creating action. So if the "destination" terrain of access points to nat and 3rd is more defined, I think it will also promote the center function.

In the late late game I think the army movement will be pretty interesting, so I would recommend making the map tilt toward 4+ base games. (Not too heavy handed, it's almost in the right spot imo.)
Comprehensive strategic intention: DNE
skdeimos
Profile Joined May 2013
Canada155 Posts
May 14 2014 18:38 GMT
#2277
On May 15 2014 03:19 EatThePath wrote:
@skd: Okay my feedback is only intended to be constructive -- I am pretty underwhelmed. The 4 large bridges really amount to several small holes in a wide open field that defines access to the nat and 3rd. Granted it provides some chokepoint definition at the 3rd and some forcefield engagement locations, but I think the concept would be much stronger if the bridges were narrower or separated more, creating a clear double-bridge towards center and a double-bridge to/from the 3rd. Not only would this make that area more interesting and positionally strategic, but I think it would help improve the significance of the center design. Right now it doesn't really matter which route you take because they all end up at the same place -- outside the nat/3rd. Generally no one will be defending that area, they'll just be defending either of those base locations or camping equidistant / safe stance at a "chokepoint". Apart from parade push back and forth rally type situations (primarily zvt), there won't be much interaction in the center until the late late game when the lowground bases are taken, and then the action will simply be at those bases. I think the intention though is to provide wide flanking options or unscouted surprise army movements, requiring vigilance and map presence and therefore creating action. So if the "destination" terrain of access points to nat and 3rd is more defined, I think it will also promote the center function.

In the late late game I think the army movement will be pretty interesting, so I would recommend making the map tilt toward 4+ base games. (Not too heavy handed, it's almost in the right spot imo.)


Yeah, that's kind of how I feel about it too. I designed the centre with the idea of forcing lategame armies to use the entire map, but I do so your point about how early on the action will be happening in boring open fields with small holes. I'll see what I can do to make those areas more interesting.
REALRetrO
Profile Joined December 2013
United States15 Posts
Last Edited: 2014-05-15 08:00:49
May 15 2014 07:46 GMT
#2278
[4] Erased Sanctuary
Made it's own thread instead.
http://www.teamliquid.net/forum/sc2-maps/450484-4-erased-sanctuary
(ノ◕ヮ◕)ノ*:・゚✧
skdeimos
Profile Joined May 2013
Canada155 Posts
Last Edited: 2014-05-15 18:49:54
May 15 2014 18:49 GMT
#2279
I think this edit makes the 2-3 base midgame play more strategically, without compromising the interesting lategame paths around the map.

[image loading]
moskonia
Profile Joined January 2011
Israel1448 Posts
May 15 2014 19:17 GMT
#2280
Why did you add gold minerals? Also I feel like the 3rd is a bit too hard with this version, I liked the rocks.
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