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Work In Progress Melee Maps - Page 116

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 114 115 116 117 118 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
TheFlexN
Profile Joined March 2012
Israel472 Posts
Last Edited: 2014-05-24 06:42:59
May 24 2014 06:42 GMT
#2301
+ Show Spoiler +
On May 24 2014 04:22 NemRaC wrote:
CJ Biome 2.0 (visual update) by NemRaC
[image loading]

After my map got "flamed" a bit, because it won the TLMC4, I thought I should redo the optic. I got some inspirating by a rework of the mapmaker Etcetra. Now I'm at the point that I wanted to show you guys the map and ask for some advice or tipps to make it better . I would like to know which region needs the most work , which you like the most and what i should do with the middle which is pretty boring at this point

Here some more pictures of the map :
Album

Edit: also playable on [EU] [US] [KR] to check out the map by yourself


@NemRaC:
When testing the map I found out that some mineral lines arent rotated correctly, mostly the 3rd and 4th bases. You need to check the unpathable terrain in those mineral lines and make sure they are all placed correctly.
An Esports fan, playing SC2 and LoL because they are fun. Huge fan of mapmaking, Cloud Kingdom = best map ever made EVER.
And G
Profile Joined May 2012
Germany491 Posts
Last Edited: 2014-05-24 11:58:10
May 24 2014 11:21 GMT
#2302
I was bored so I decided to make a boring standard map in the tradition of Ohana, Bel'Shir Beach & Vestige, Yeonsu, Overgrowth and so on:

[image loading]

Name: Ohashi Ronsowth
Size: 144x144
Main to main: 64s
Nat to nat: 43s

Awesome features:
  • Backdoor
  • Natural geysers siegable from third
  • Gold bases
  • No watchtowers
  • If you stare at the overview real intensely a clown face will appear.
So whaddaya'll think? Totally the next Cloud Kingdom, amirite?
not a community mapmaker
moskonia
Profile Joined January 2011
Israel1448 Posts
May 24 2014 13:01 GMT
#2303
Having a backdoor to the main immediately means the map is not standard. Decent map overall, although the 3rd base might be a bit hard to take.
And G
Profile Joined May 2012
Germany491 Posts
May 24 2014 13:44 GMT
#2304
On May 24 2014 22:01 moskonia wrote:
Having a backdoor to the main immediately means the map is not standard.

I know, but it just wouldn't be an And G map without it. ^^

Could you be a little more specific about the third? Like, which third, which matchups, against what kind of aggression, ...

I think the non-backdoor third is about comparable to the third on Overgrowth, no? The attacker has a somewhat stronger position sitting between natural and third because of the ramps in front of the natural, which seems to be mostly a problem for Zerg to me, but unlike on other standard maps the defender can bypass that position and go for a runby or a flanking attack up the gold ramp to attack from three directions, so forcefields aren't strong here. Also, even if you get the hatch cancel you can't easily prevent a Zerg from just expanding to the backdoor base instead.

Or am I missing your point here? Also, do you see a specific problem with the backdoor other than it being non-standard?
not a community mapmaker
And G
Profile Joined May 2012
Germany491 Posts
May 24 2014 14:19 GMT
#2305
Thinking some more about the thirds on this map and backdoors in general as well as Habitation Station which is by far the best map ever made, I just had an idea for an interesting base setup (since this thread is supposed to be about "all things WIP" including concepts): How about a backdoor expansion similar to the one on Ohashi Ronsowth, except with both ramps leading to the central area being large and blocked by rocks, and the base being a gold base?

For illustration, it could look like this:

+ Show Spoiler +
[image loading]


Not to be taken to mean that I think this would work on this particular map. In fact I think the best layout for this would be similar to Habitation Station, i.e. axial symmetry with the gold bases being located close to each other between the main bases, and most likely not with any other gold bases on the map...
not a community mapmaker
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 24 2014 16:02 GMT
#2306
And G, I actually really like that map. The gold bases are quite a bit "win more" but I think they'll be similar to how it worked on Planet S, so it's okay.

The gold base 3rd with rocks idea is fine except that terran could float there without any vulnerability... =\
Comprehensive strategic intention: DNE
And G
Profile Joined May 2012
Germany491 Posts
May 24 2014 16:28 GMT
#2307
On May 25 2014 01:02 EatThePath wrote:
The gold base 3rd with rocks idea is fine except that terran could float there without any vulnerability... =\

That's indeed the central thing you'd have to design the map around, and why I feel this would work best on a map like Habitation Station. Could you imagine HabStat with the gold ramps facing the centre of the map? And before the rocks to your own main are down that base would be super vulnerable to air harass, right? Which would also make it easy to deny gas mining there.

So basically, such a semi-island gold third would be well protected initially against early-game ground attacks, but once you take out the rocks it becomes very vulnerable and on top of that opens an attacking path into your main. If two large ramps aren't enough to balance Terrans lifting off CCs and dropping mules, you can remove the high ground advantage or even invert it. You could also add more entrances, or expose the mineral line like on HabStat.

So the difficult part seems to be figuring out how much protection would too much, or too little.
not a community mapmaker
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 25 2014 02:32 GMT
#2308
On May 25 2014 01:28 And G wrote:
Show nested quote +
On May 25 2014 01:02 EatThePath wrote:
The gold base 3rd with rocks idea is fine except that terran could float there without any vulnerability... =\

That's indeed the central thing you'd have to design the map around, and why I feel this would work best on a map like Habitation Station. Could you imagine HabStat with the gold ramps facing the centre of the map? And before the rocks to your own main are down that base would be super vulnerable to air harass, right? Which would also make it easy to deny gas mining there.

So basically, such a semi-island gold third would be well protected initially against early-game ground attacks, but once you take out the rocks it becomes very vulnerable and on top of that opens an attacking path into your main. If two large ramps aren't enough to balance Terrans lifting off CCs and dropping mules, you can remove the high ground advantage or even invert it. You could also add more entrances, or expose the mineral line like on HabStat.

So the difficult part seems to be figuring out how much protection would too much, or too little.

Hmm, yeah I was going more towards having unbuildable rocks there which are pretty easy to clean up for when "fair" races expand there after taking out the rocks from the main. Although there is definitely appeal in a true semi island so that you can drop / float / nydus in.

I like the idea of having some of the minerals vulnerable from the cliff like on Hab Stat. Still leaves zvt problematic though.
Comprehensive strategic intention: DNE
HunterForce
Profile Joined May 2014
United States49 Posts
Last Edited: 2014-05-25 23:18:25
May 25 2014 21:56 GMT
#2309
Map size:144x 160
Smaller playing field
Main to main: 60ish sec
Rock(s) Gold Bases and Half Rich main bases
Middle divider rocks
Four regular mineral patches
No watch towers
Back door clif
Easy for a lot of play styles

http://i.imgur.com/PGyrA7j.jpg

http://www.teamliquid.net/forum/sc2-maps/450752-melee-custom-map-tough-sand#6
And G
Profile Joined May 2012
Germany491 Posts
May 26 2014 08:48 GMT
#2310
Prototype for a map with semi-island golds between the mains:

[image loading]

As you can see, the gold minerals are protected but the geysers aren't.

Analyzer: + Show Spoiler +
[image loading]

Not sure about reapers but could easily be fixed if necessary.


Also, I forgot to upload an analyzer picture of the standard map I'm working on so here it is:

[image loading]
not a community mapmaker
algue
Profile Joined July 2011
France1436 Posts
Last Edited: 2014-05-26 10:45:50
May 26 2014 10:40 GMT
#2311
On May 26 2014 06:56 HunterForce wrote:
Map size:144x 160
Smaller playing field
Main to main: 60ish sec
Rock(s) Gold Bases and Half Rich main bases
Middle divider rocks
Four regular mineral patches
No watch towers
Back door clif
Easy for a lot of play styles

http://i.imgur.com/PGyrA7j.jpg

http://www.teamliquid.net/forum/sc2-maps/450752-melee-custom-map-tough-sand#6


You should work on the textures, it looks like you have used a lot of copy&paste

@And G : With all those weird paths on your 2 maps I foresee many rally point & army movement fuck up. My poor army control is crying
rly ?
Phaenoman
Profile Joined February 2013
568 Posts
Last Edited: 2014-05-26 10:50:33
May 26 2014 10:50 GMT
#2312
On May 26 2014 17:48 And G wrote:
Prototype for a map with semi-island golds between the mains:

[image loading]


Don't get me wrong And G: The upper part of ur map seems like u have put some thoughts into it, the lower part feels empty and boring. Apparently u focused too much on one half while the other got no attention at all. Just my worthless thoughts.
Random is hard work dude...
And G
Profile Joined May 2012
Germany491 Posts
May 26 2014 11:12 GMT
#2313
On May 26 2014 19:40 algue wrote:
@And G : With all those weird paths on your 2 maps I foresee many rally point & army movement fuck up. My poor army control is crying

Skill ceiling! I said it, I win.

On a more serious note, where do you see weird paths? This all looks rather normal to me compared to maps like Habitation Station or Bel'Shir Vestige, apart maybe from the double ramps at the natural on Ohashi Ronsowth. If you could single out problematic areas that would help me a lot.

(By the way you can shift-queue rally points, in case you didn't know.)


On May 26 2014 19:50 Phaenoman wrote:
Don't get me wrong And G: The upper part of ur map seems like u have put some thoughts into it, the lower part feels empty and boring. Apparently u focused too much on one half while the other got no attention at all. Just my worthless thoughts.

I can see what you mean, and yes, I did focus on the top area more. The main design points of the bottom half were the thirds with the exposed mineral lines, the bottom-central gold base, and the general idea that army movement should be more spread out than on HabStat where like 99% of engagements occur on the top half of the map.

I'll see if I can't come up with something better but currently I'm not even sure I like the top half very much, the golds seem a little too exposed for my taste.
not a community mapmaker
algue
Profile Joined July 2011
France1436 Posts
Last Edited: 2014-05-26 11:28:00
May 26 2014 11:26 GMT
#2314
See :

+ Show Spoiler +
[image loading]
[image loading]


It's pure sadism, you are purposely trying to make people fuck up their engagements
Also, on your second map I fear that the north part of the map will be so key that no one will ever use the south of the map.
rly ?
Darquess
Profile Blog Joined April 2014
Scotland13 Posts
May 26 2014 20:13 GMT
#2315
[image loading]
This is my first ever map designed for Starcraft 2 (or any RTS game for that matter). Looking for feedback on what I did right and wrong, and where I can improve.
Some of my own observations:
1) Maybe too many bases? Its easy to take 4 bases quickly, admittedly two are rather open to Blink/Sieges, so this maybe balances it out?
2) Bases to large, perhaps? There seems quite a bit of room in the bases, at least in the map editor.
3) Boring, not much going on in the centre of the map. Not sure what to do here, I suck at making things pretty.
Still working out how to do retexturing stuff, so all the map is the same texture at the moment.
4) Too much air space. Theres quite a bit of empty room around the back of bases, much moreso than I intended. I can shrink this within the editor though, right? Without starting a new map that is.

So, please, give me feedback. All criticism is welcome.
HunterForce
Profile Joined May 2014
United States49 Posts
May 27 2014 00:34 GMT
#2316
Map size:144x 160
Smaller playing field
Main to main: 62ish sec
Rock(s) Gold Bases and Half Rich main bases
Middle divider rocks
Four regular mineral patches
No watch towers
Easy for a lot of play styles

[image loading]

http://www.teamliquid.net/forum/sc2-maps/450752-melee-custom-map-tough-sand#6
moskonia
Profile Joined January 2011
Israel1448 Posts
May 30 2014 16:05 GMT
#2317
Crossroads:

[image loading]

Playable bounds: 156x128

Rush distance main CC to main CC - 66 sec of worker time
Rush distance natural CC to natural CC - 45 sec of worker time
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2014-05-30 18:20:24
May 30 2014 18:07 GMT
#2318
@mosk - the inner and outer N/S bases are quite close with the same routes in and out. The cliff base is vulnerable from the middle but that's the only difference. I would separate these a little more. Simple but effective concept otherwise.

@darques - Always use diagonal ramps unless you have a good reason not to. This is especially true for the main base so it's 1 forcefield in size. Generally try to design your main/nat as standard (look at any ladder map for example); yours is sort of confusing. You could just take away one of those middleground bases and fix the base density and natural design problem. (You'd need to reform the chokepoints to accommodate.) At that point you'd have a basic 3bases per corner type map, with horizontal spawns feeling a little hemmed in. Try adding 2-4 more bases somewhere in the middle to bridge the corners of the map, and make the terrain between the corners more interesting than just flat ground. Sometimes flat ground is okay but generally a successful 4p map will have some routes with tradeoffs for moving around the map. Look at Frost for an example of using some of both philosophies.

@hunterforce - Pretty successful standard-ish map. Some things to consider: the rocks in the middle make the initial attack path VERY long, and the pathing AI will have players take separate routes that are VERY far apart. This can often lead to turtley / basetradey play. The lowground 3rd base is quite far from the natural, requiring players to break rocks for their 3rd inside, or take a very risky base. Since you can place the CC and break rocks later, this is sort of alright, but it will still be difficult for zerg when they try to take a fast 3rd. Either they go inside and have an awkward cycle of units instead of drones to clear the rocks, or they have a very vulnerable base. The routes by the gold bases are quite narrow, maybe should be wider because that is an important base location that also mostly defends the lowground 3rd. You may just want to try different designs of the initial paths, not quite as long and more open near the gold base. You have tons of surface area on the main cliff for blink. Put some doodads/holes there unless you're trying to make the inbase expansion harder due to blink, and then enjoy your Heavy Rain metagame.
Comprehensive strategic intention: DNE
Nestaix
Profile Joined May 2014
10 Posts
Last Edited: 2014-05-30 18:22:58
May 30 2014 18:16 GMT
#2319
On May 24 2014 04:22 NemRaC wrote:
CJ Biome 2.0 (visual update) by NemRaC
[image loading]

After my map got "flamed" a bit, because it won the TLMC4, I thought I should redo the optic. I got some inspirating by a rework of the mapmaker Etcetra. Now I'm at the point that I wanted to show you guys the map and ask for some advice or tipps to make it better . I would like to know which region needs the most work , which you like the most and what i should do with the middle which is pretty boring at this point

Here some more pictures of the map :
Album

Edit: also playable on [EU] [US] [KR] to check out the map by yourself


Good improvements! Although wouldn't switching the ice and the sand "biome's" placement make more sense, for the sand>grassy sand>grass transition?
There's something i've been wanting to ask for a while though, is your map inspired by this old MapJam submission:
http://www.teamliquid.net/forum/sc2-maps/420293-map-jam-and-challenge-7?page=2#36
moskonia
Profile Joined January 2011
Israel1448 Posts
May 30 2014 18:20 GMT
#2320
I noticed that the bases are a bit too close, but I have no idea what to do about it, except of course removing one of the bases. I tried creating the small cliff pods to separate the bases a bit, but it's not really effective.

Any ideas how to separate them more?
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