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Work In Progress Melee Maps - Page 118

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
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
June 12 2014 23:20 GMT
#2341
On June 09 2014 23:46 Vilham wrote:
Hey, first SC2 map, haven't made a RTS map in about 10 years. This is my initial layout, fairly simple, checked out what the general requirements are in terms of resources/map size for a 1v1. I am thinking of adding a high yield to the top right and bottom left areas. Any feedback is greatly appreciated.

[image loading]
[I added image so everyone could see]

The main... is that a second entrance? Is it walled completely by the minerals of the 3rd base or is there a small gap? Competitive basically never us backdoor setups, so I would rethink this design. Among other problems warpins into the main can be very abusable.

Other than that this is a very creditable layout. The concept is focused and the proportions are roughly what they need to be. I might change the layout of the ramps in the middle to extend the distance between the 3rd bases. Otherwise it is quite short, and will lead to fairly basic push-across-the-tower-platform type games, like Antiga Shipyard but even more straightforward and with less options for strategic variation. Alternatively you could even flip the angle of the main / inbase nat and put the 3rd in a slightly different location (like where the inbase nat is now) to achieve this. Finally, it might be good to add another base in the SW/NE corners to use up some of that open space and add more lategame potential. Capping out at 5 bases is kind of rough for zerg in certain situations, and the center bases are rather unstable in the endgame.

Oh, and that highground pod by the 3rd should NOT be pathable, otherwise tanks/mine/colossus can control BOTH entrances.
Comprehensive strategic intention: DNE
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
June 12 2014 23:22 GMT
#2342
On June 13 2014 07:58 Gumdrop wrote:
Homeland

[image loading]

I just wanted to play around with a slightly different layout than normal.

Some neat ideas here, I kind of like it. It's a bit small for current standards, imagine the lategame distance when the rocks are down. Almost a steppes of war at that point. I would try increasing the horizontal dimension and adding an additional base in the corners (keep the gold where it is in relation to the nat).
Comprehensive strategic intention: DNE
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
June 12 2014 23:32 GMT
#2343
…and it turns out EatThePath is actually masterminding the design behind everyone's maps. O.o

I changed my map to add what was recommended. I'm going to continue working on aesthetics (this is hard.. T_T)
Moderatorshe/her
TL+ Member
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
June 13 2014 00:44 GMT
#2344
On June 13 2014 08:32 The_Templar wrote:
…and it turns out EatThePath is actually masterminding the design behind everyone's maps. O.o

I changed my map to add what was recommended. I'm going to continue working on aesthetics (this is hard.. T_T)

Keep at itttt.

I am basically the Mycroft of mapping.

But actually I'm basically the rec soccer coach of mapping.
Comprehensive strategic intention: DNE
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2014-06-13 02:59:15
June 13 2014 02:58 GMT
#2345
On June 13 2014 08:03 EatThePath wrote:
Show nested quote +
On June 10 2014 21:51 subtlerevolution wrote:
Hi, just a little map for your consideration
4 player with free spawns
Here is hoping it instills some ideas into more seasoned mapmakers works.
[image loading]
[I added image so others could see]

Could you take a picture from an overhead position, and with higher graphics settings if possible? It's incredibly hard to see the map layout with the textures and this angle.

In general your routes look too narrow and all the straight lines create awkward angles both gameplay wise and visually. Maybe if you use a more manmade look it would work better?

what is that rocket ship looking thing?
~ ~ <°)))><~ ~ ~
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
June 13 2014 04:25 GMT
#2346
On June 13 2014 11:58 TheFish7 wrote:
Show nested quote +
On June 13 2014 08:03 EatThePath wrote:
On June 10 2014 21:51 subtlerevolution wrote:
Hi, just a little map for your consideration
4 player with free spawns
Here is hoping it instills some ideas into more seasoned mapmakers works.
[image loading]
[I added image so others could see]

Could you take a picture from an overhead position, and with higher graphics settings if possible? It's incredibly hard to see the map layout with the textures and this angle.

In general your routes look too narrow and all the straight lines create awkward angles both gameplay wise and visually. Maybe if you use a more manmade look it would work better?

what is that rocket ship looking thing?

the "Nuke Tower Warfield" doodad
vibeo gane,
subtlerevolution
Profile Joined June 2014
France37 Posts
June 13 2014 09:56 GMT
#2347
+ Show Spoiler +
On June 13 2014 08:03 EatThePath wrote:
Show nested quote +
On June 10 2014 21:51 subtlerevolution wrote:
Hi, just a little map for your consideration
4 player with free spawns
Here is hoping it instills some ideas into more seasoned mapmakers works.
[image loading]
[I added image so others could see]

Could you take a picture from an overhead position, and with higher graphics settings if possible? It's incredibly hard to see the map layout with the textures and this angle.

In general your routes look too narrow and all the straight lines create awkward angles both gameplay wise and visually. Maybe if you use a more manmade look it would work better?


Thank you e t p
I will upload a layout jpg.
For info, the layout is purposefully deceptive, graphics (textures) are meant to disconcert / oppress players experiencing it.
As for the uber cartesianism of the layout, I'm trying (loads of wip things to fix).
HunterForce
Profile Joined May 2014
United States49 Posts
June 13 2014 17:58 GMT
#2348
(M) 2 Arctic Quarantine

[image loading]

Hello again! My name is HunterForce and this is my map!


I need to work on a description.. lol..
(M) 2 Arctic Quarantine
Gumdrop
Profile Blog Joined July 2012
United States35 Posts
June 15 2014 02:34 GMT
#2349
Here is my updated version of Homeland

[image loading]

The map is 124x 156
"Once more unto the breech dear friends, once more!"- Hamlet's King Henry
Rasias
Profile Joined November 2013
Germany51 Posts
June 16 2014 07:10 GMT
#2350
I'm currently working on my second map, this one:
+ Show Spoiler +
[image loading]


I hope i can get some feedback ^_^
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
June 16 2014 11:40 GMT
#2351
Hi guys, this is my first map, although heavily modified, because the first version turned out to be unplayable due to its layout.
This is the new version. What are your thoughts?

Name: Aeons' Citadel
Size: 184x124 (playable)
Published on EU, US

[image loading]
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
subtlerevolution
Profile Joined June 2014
France37 Posts
June 17 2014 09:08 GMT
#2352
for your consideration: map layout
marksomnian
Profile Joined June 2014
Luxembourg3 Posts
June 19 2014 16:58 GMT
#2353
First attempt at a map. Feedback is appreciated.
Name: Amerish (props to those who can spot the reference)
Playable: 108x100
+ Show Spoiler +

[image loading]
[image loading]
ChopTheHassan
Profile Joined June 2014
35 Posts
June 20 2014 00:08 GMT
#2354
On June 17 2014 18:08 subtlerevolution wrote:
for your consideration: map layout

It's hard to tell from the picture, but apparently you have ~23 destructible rocks on your map? I think that is going a bit overboard to say the least.
HassanChop/
Coppermantis
Profile Joined June 2012
United States845 Posts
Last Edited: 2014-06-20 00:45:37
June 20 2014 00:45 GMT
#2355
On June 20 2014 01:58 marksomnian wrote:
First attempt at a map. Feedback is appreciated.
Name: Amerish (props to those who can spot the reference)
Playable: 108x100
+ Show Spoiler +

[image loading]
[image loading]


It's a Planetside reference.

Also, your mains are waaaaay tiny and on the low ground. That just won't work. I recommend mimicking the concepts prevalent in ladder maps for your first ones. Usually the main is high ground with a single-width ramp leading down to a relatively secure natural expansion. Right now, you could put an army on the high ground ridge and completely shut down your opponent. Put some tanks there especially and you can cover most of the main in siege fire.
marksomnian
Profile Joined June 2014
Luxembourg3 Posts
June 21 2014 06:24 GMT
#2356
On June 20 2014 09:45 Coppermantis wrote:

It's a Planetside reference.
Correct!
Also, your mains are waaaaay tiny and on the low ground. That just won't work. I recommend mimicking the concepts prevalent in ladder maps for your first ones.

Okay, redid the main, put it on the higher ground.
+ Show Spoiler +
[image loading][image loading]
moskonia
Profile Joined January 2011
Israel1448 Posts
June 21 2014 10:50 GMT
#2357
markso, I suggest you open up a ladder map in the editor and see how it is layered out. Next open a new file, and try and copy the map you saw before as accurately as possible. This will give you a better understanding on what are the proper dimensions and form of a map.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
June 22 2014 01:49 GMT
#2358
On June 21 2014 19:50 moskonia wrote:
markso, I suggest you open up a ladder map in the editor and see how it is layered out. Next open a new file, and try and copy the map you saw before as accurately as possible. This will give you a better understanding on what are the proper dimensions and form of a map.

Correction: any ladder map that isn't Alterzim. Wouldn't want to give new mapmakers bad ideas lol.
vibeo gane,
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
June 22 2014 02:40 GMT
#2359
On June 21 2014 19:50 moskonia wrote:
markso, I suggest you open up a ladder map in the editor and see how it is layered out. Next open a new file, and try and copy the map you saw before as accurately as possible. This will give you a better understanding on what are the proper dimensions and form of a map.

Yeah, pretty much this, it is quite boring at the start, but it is very important for you to get a grab of the relations and distances in a map, specially when you are just starting.
@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
June 27 2014 19:36 GMT
#2360
On June 16 2014 16:10 Rasias wrote:
I'm currently working on my second map, this one:
+ Show Spoiler +
[image loading]


I hope i can get some feedback ^_^

Interesting concept, excellent proportions for a second map. Unplayable because of the natural highground giving vision to the main. If you can fix this (by moving the natural high ground further from the main high ground) it can become a real interesting map. Keep in mind that the main needs enough space for Terran production buildings and should be at most two creep tumors away from the natural.

The middle looks a bit generic, but perhaps it creates an interestic dynamic with the short distance between the middle bases. The backdoor path that is blocked by rocks looks a bit squished, as if you were trying too hard to make the map fit into a nice rectangle shape. But maybe it's just the camera zoom that makes it look that way.

Rest looks fine to me.
not a community mapmaker
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