I suppose you could just ignore it and take the gold but that would be very weird.
Work In Progress Melee Maps - Page 120
Forum Index > SC2 Maps & Custom Games |
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin | ||
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The_Templar
your Country52797 Posts
I suppose you could just ignore it and take the gold but that would be very weird. | ||
EatThePath
United States3943 Posts
I'm curious, when you redo your terrain do you make it all the same texture first and then retexture for your wip picture? because I can't work at all with cliffs that don't match the textures extant from an older version. | ||
-NegativeZero-
United States2141 Posts
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skdeimos
Canada155 Posts
@NegZero: Yeah, the expansion order ambiguity was the main goal here. I've done my best to make sure that different 3-4 base layouts end up being balanced and dynamic, while shifting the aggressor/defender role to one player or another. As for the allin through the backdoor rocks, which path do you mean? Straight through the centre, I think there are opportunities for a Z to flank and surround, it just requires forethought because the paths aren't as interconnected as they could be. if you mean swinging around the edge of the map and attacking the natural, I think it's pretty fair/balanced to be able to take an extra long path in order to get a better attack route, and I've also altered some things in the newer version that might make it more difficult to do that anyway. I've modified some things in response to Templar's feedback. I think 4base might have been too hard in the last version, so I added watchtowers and altered the highground plateaus so that they are crucial to defend the corner base and the natural's back backdoor. I think that with smart army positioning and map awareness it should be possible to reliably hold four bases on the current version. I've also narrowed the natural's front backdoor, but I'm debating changing it back to a 4x ramp. ![]() | ||
algue
France1436 Posts
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skdeimos
Canada155 Posts
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EatThePath
United States3943 Posts
What if you did this with the tower? That way it pulls the action towards the center en route to the highground, where the orange star is, and doesn't make defensive usage so army-campy. ![]() | ||
skdeimos
Canada155 Posts
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IeZaeL
Italy991 Posts
sorry didnt bother to reupload the image with the correct size. | ||
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The_Templar
your Country52797 Posts
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EatThePath
United States3943 Posts
On July 13 2014 04:47 IeZaeL wrote: http://i.imgur.com/BTuNIJ2.jpg sorry didnt bother to reupload the image with the correct size. uhhh, so 3rd base = winner base? | ||
Waugh
France8 Posts
This is my very first map for SC2. The playable zone is 140*128. ![]() That's a long time I wanted to handle the SC2 map editor, but I didn't have the time until this week end. This is completely WIP. There is no doodads/decals/ornaments, I wanted to focus first on the overall structure. Just tell me what you think about it, I know it's far from being perfect and I'm open to any critics :-) | ||
EatThePath
United States3943 Posts
For the layout, this looks like a fun, solid concept that's well executed but a little small for sc2 nowadays. Compare to Bel'Shir Vestige which is basically the same expansion pattern with more security for the later bases due to distance. If there's anything I'd do on this map, I'd increase the vertical dimension a bit (separate the sides more in the north/south direction) and maybe add some kind of intervening terrain feature at the center highground bases so they don't lead directly to the middle/tower/lowground enemy maincliff base. (This is going to be a little bit annoying to do even with copy/paste tools. Again, welcome to mapping! haha) This would also let you add a bit more mainbase space easily. Despite the apparent "hard to take more than 4 bases" style, this map shows pretty good proportions which is one of the more difficult things to judge, so good work. ^^ | ||
monitor
United States2403 Posts
Just finished up 3 maps from a while ago. Probably going to finish at least one. Leaning towards #1 or #3 but I'm not completely sure. http://imgur.com/ienD7Zr,SjT72ns,v3B7vef#0 + Show Spoiler [#1] + ![]() + Show Spoiler [#2] + ![]() + Show Spoiler [#3] + ![]() | ||
IeZaeL
Italy991 Posts
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EatThePath
United States3943 Posts
I love #2, giving me destination vibes with the backdoor rocks area (how it functions tactically, not the way it looks). Please do this one and make it great! I think by adjusting the highground dividers and where the path goes through, you could fit in some very spicy potential 4th bases that are right in the middle with decent ground separation and very close air (either side of the ridge). It would provide a nice feeling of options and thereby improve the safeness of the normal 4th. | ||
Waugh
France8 Posts
I tried to consider all your feedbacks : - I moved the main base to avoid these damned blink stalkers ; also, it's bigger now. - Xel towers don't show the main base => check ;-) - I have moved slightly the 3rd. I'm not sure if it's enough to avoid forcefield. - I have reworked the maincliff base, with more ramps and a rock; it seems more interesting that way (?) ![]() Thanks again ! | ||
fedexfan
Bulgaria40 Posts
![]() You think it has potential ? Also, appreciate ideas. Thanks ! | ||
EatThePath
United States3943 Posts
I would change the ramps a little like this: ![]() With rocks there the only path into the natural is the obvious one, and the alternate route is painfully long and requires you to traverse the entire map. Without the blockage on the ramp, the attacker can take the middle and then has the option of taking the highground route, which I think should be a fair prize for having map control. To me there's not a clear reason to have rocks there, and in that case, I err towards more options for army movement, which I think will improve the function of the highground later in the game as well. Also on that note, I think there should be at least one large ramp to the highground so that there is a good place for the attacker to gain it, and therefore an important place for the defender to be positioned, making a strategic hotspot which is good for gameplay and spectator value. In this case, the wide ramp where I indicated will make it attractive for the attacker not to go straight for the 4th base, but to get the highground first and then "cut in" from there. It will also help pull the battle away from the short head-to-head push across the middle. I hope this isn't too much analysis! @fedexfan: You should push the lowground all the way up to the cliffs of the "backdoor" base to create more room in the middle. All the routes across the map are very narrow and the middle especially could be covered completely by half a mech army right now. Also the backdoor, I think you can warp in from above the rocks, and by extension "into" the main base. You can definitely blink in, too. You should put the rocks on the ramp going up to block vision and stop these options, which most people consider to be imba. | ||
fedexfan
Bulgaria40 Posts
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