Should I just block one entrance with a 6x6 destructible rock ?
Work In Progress Melee Maps - Page 119
Forum Index > SC2 Maps & Custom Games |
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin | ||
algue
France1436 Posts
Should I just block one entrance with a 6x6 destructible rock ? | ||
skdeimos
Canada155 Posts
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skdeimos
Canada155 Posts
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NewSunshine
United States5938 Posts
The main and natural are going to be a pain, the way the ramp is situated is at best awkward, and the natural choke is pretty damn big, arguably nonexistent. What I do like is the interplay between high and low ground, and the way rocks restrict otherwise fluid highground positioning. Those other things could use a look at though. | ||
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skdeimos
Canada155 Posts
There's no reasonable 8m2g fourth, which hurts the 4base vs 3base game in ZvT/ZvP and to a lesser extent TvP. Trust me, giving less incentive to go past 3 bases is literally the exact opposite of what the metagame needs right now. | ||
algue
France1436 Posts
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skdeimos
Canada155 Posts
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skdeimos
Canada155 Posts
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Big J
Austria16289 Posts
![]() Far from being done, especially with the texturing and doodading, but what you guys think about it? Rush distance: main2main: 55sec (SCV) nat2nat: 45sec (SCV) more pictures + Show Spoiler + | ||
leviaias
Hungary35 Posts
On July 06 2014 03:04 Big J wrote: ![]() Far from being done, especially with the texturing and doodading, but what you guys think about it? Rush distance: main2main: 55sec (SCV) nat2nat: 45sec (SCV) more pictures + Show Spoiler + So much eye candy:D Can't wait to try. | ||
EatThePath
United States3943 Posts
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Big J
Austria16289 Posts
![]() I think one of the biggest problems with current maps is that Terrans have a very hard time acquiring a 4th and 5th base. As labelled in the picture above, if I removed the half-base at (4), the setup would be pretty compareable to how many maps (e.g. Frost) set up the third and 4th - one in the pocket and one at the edge, with a lot of space in between. Which kind of creates at least 3, but usually 4-5 angles of attack, that a bio army cannot zone properly. Here, you could attack this kind of setup from the bottom to the (3), the top towards the (5) and all the bases except the main - (2), (3), (5) - from the space in between (similarily to Frost, Merry-Go-Round or Overgrowth). Not to mention that you have to be capable of running home to (1) in case mutalisks or warp prisms start a raid. That's where I enter the (4), which doesn't increase the are needed to be defended as much as taking the (5) does - of course with the drawback of being only a 5m/1g base and being harassable from behind the minerals. I think that still leaves some room for harassment, since you can attack the (3) from the bottom, the (4) from the middle or the top and runby from (5) in between (2) and (4). Also the airspace at the bottome towards the main should make air harass/drops/prism quite powerful. I think a player on 4bases will still have his work cut out for him. (all of that of course is also true if you reverse the expansion order from 1-2-3-4-5 to 1-2-5-4-3) Bigger army movement over the wall is possible around the top or the bottom too. If you take your third at the (5), pushing through the the top could be quite normal. Especially for Protoss (which have a huge area to hide pylons there) and for Zerg (though their speed), it shouldn't be too hard to counter through those paths I think (?). I know that the map is not revolutionary in any way, yet, I think it hits some spots that a lot of older maps had and a lot of people would like to see featured on a map again. E.g. more linear pushing possibilities and acquireable expansions. I think the map is unique in the sense, that it does not try to prohibit very plain gameplay. I guess the closest we have to that is Overgrowth, but which does so in a quite attack-punishing way, while I hope to achieve the reverse with the more linear push possibilites. This should make it a little clearer to identify the paths: ![]() Pictures + Show Spoiler + | ||
Big J
Austria16289 Posts
![]() Is this better/easier to read into? also now the crossing area left and right of the middle has been increased | ||
Homonuncnunc
United States41 Posts
On July 07 2014 18:11 Big J wrote:Is this better/easier to read into? also now the crossing area left and right of the middle has been increased That looks better to me. I think the bottom left main, far third and the base just outside that all look much cleaner without as much Tyrador Sq. Brick. Bottom left Nat might look better if the center was a dark tile to carry the theme of light border/dark center through. I'm ambivalent about the changes to the centers; I like them being asymmetrical, especially with the changes to the outskirts to make them inverse as well, but I don't know what combination of grass/concrete and dark/light textures would look the best. I think darker texture on the inside of the road reads better from an overview at least, but it might not be that way in game. And maybe make the Decals around the top right base 90 degree angles to reflect the decals around the top right 1/2 base? Although you might have already been planning that but just haven't done it yet. Overall I quite like your aesthetic, it's very brutalist. | ||
Big J
Austria16289 Posts
I will experiment with your ideas about the aesthetics. Still have one unused spot for a tileset. The top main base needs more of an angular look, I agree. While the bottom half could do with a little less geometrical figures to enlargen the emphasis on the east-west theme. Thanks for teaching me another word. :-) Brutalist is what I was going for, for the "eastern" part of the city. Given the required symmetry, I guess it's kind of hard to prevent that it somewaht radiats into the "west". Still working on sharpening up the profiles of either part of the city. Hopefully this doesnt mess up the gameplay. | ||
skdeimos
Canada155 Posts
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The_Templar
your Country52797 Posts
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skdeimos
Canada155 Posts
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