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Work In Progress Melee Maps - Page 121

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 119 120 121 122 123 217 Next
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
July 15 2014 17:56 GMT
#2401
Like this:
[image loading]

^^
Comprehensive strategic intention: DNE
Waugh
Profile Joined December 2013
France8 Posts
July 16 2014 12:42 GMT
#2402
@EathThePath : Thanks for your advises, it helps a lot :-)
You are right, my rock is so badly placed.

So, I was also thinking about placing a rock on the main ramp, but the scouting time may become super long.
I will rework the center of the map, move the rock somewhere, wider the ramp, etc. and I'll be back :-)

There's no such things as too much analysis :-)
fedexfan
Profile Joined September 2010
Bulgaria40 Posts
July 16 2014 20:17 GMT
#2403
Put debris on the other ramp, middle is wider, Xel Naga tower added, currently looks like this :

[image loading]
redbean87
Profile Joined April 2013
Sweden21 Posts
Last Edited: 2014-07-22 12:03:36
July 20 2014 07:45 GMT
#2404
Hi there, I'm a new map maker, I've been a bit interested in making a 4v4 map for quite some time.
This is my first effort into a protoss and terran owned space platform.
Thing is it feels a bit off, and there are many areas I would want to improve but don't really know where to begin, it looks ok as it is but in the North of the map it feels like forgotten land
Anyways, would really appreciate some tips cause I feel a bit stuck here xD

Also another question: Is there a way I can have more than 1 terrain brush at the same time?
Like using 2 terrain brushes on two different places so I can make stuff symmetrical without need of copy paste 50% of terrain all the time?

Map size: 216x208

[image loading]
wat
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 21 2014 14:59 GMT
#2405
@redbean: You can use the "map symmetry" feature to edit terrain symmetrically across the map so you don't have to copy paste everything. Although another technique is to just work on half your map and then copy paste once to complete it, but I understand sometimes you need to see the whole picture while you're working. To use symmetry feature, you have to set which kind of symmetry (4-way/ rotational vs mirror/etc) and then under tools turn on "use symmetry". The hotkey to turn in on and off is ctrl + \.

I can't see your picture, try using imgur?
Comprehensive strategic intention: DNE
redbean87
Profile Joined April 2013
Sweden21 Posts
Last Edited: 2014-07-22 12:15:16
July 22 2014 12:14 GMT
#2406
On July 21 2014 23:59 EatThePath wrote:
@redbean: You can use the "map symmetry" feature to edit terrain symmetrically across the map so you don't have to copy paste everything. Although another technique is to just work on half your map and then copy paste once to complete it, but I understand sometimes you need to see the whole picture while you're working. To use symmetry feature, you have to set which kind of symmetry (4-way/ rotational vs mirror/etc) and then under tools turn on "use symmetry". The hotkey to turn in on and off is ctrl + \.

I can't see your picture, try using imgur?


Yeh re uploaded on imgur.

Also thanks for the symmetry tip, much appreciated and I will use this feature a lot if I decide to make another map in the future!

The map I'm working on right now is inspired by Scrap Station and Celestial Bastion.

Scrap station the chance of rushing through rocks early for fast reinforcements and same reason as below.
Celestial Bastion for the exploring side of the map, feels a bit like an adventure taking a base that far away from your base.
wat
Big J
Profile Joined March 2011
Austria16289 Posts
July 22 2014 12:19 GMT
#2407
Did a little bit of work on my map. Removed the half base in between 3rd and 4th.
Some highground changes, most notable in front of the natural.
Got a little prettier and still working on making it as easily readable as possible while keeping twoside the feel alive.
Still needs hours of doodading before I can call it half-finished I guess

Thoughts?


[image loading]


+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]
algue
Profile Joined July 2011
France1436 Posts
July 22 2014 12:41 GMT
#2408
@bigj : lovely aesthetics and solid base layout however most high grounds look gimmicky. It feels like some features of your map were added for the sole purpose of placing more doodads.
rly ?
Big J
Profile Joined March 2011
Austria16289 Posts
July 22 2014 13:33 GMT
#2409
On July 22 2014 21:41 algue wrote:
@bigj : lovely aesthetics and solid base layout however most high grounds look gimmicky. It feels like some features of your map were added for the sole purpose of placing more doodads.


Ty.

If you are talking about those tennis courts, those have actually just been jams, the highground was there before. Not even sure how well they work out aesthtically, since obviously they are kind of big compared to the houses. ^^
The highground inner courtyards in those houseformations where planned to be around and are layed out that tanks dropped into them do barely not reach a CC at the expansion (but cover all the area for units around), but yeah, it's actual form/asthetics has been shaped so it works out with the doodads.
The little bridge in front of the natural is the newest addition, since I used to have a half-base there which I removed, but which left too much open space imo, but a found a bridge with highground more fun than just blocking the space. May change my opinion on that.
The little highgrounds with the ramp in the middle... yeah those were always placed to create some form of guard post feeling.
I suppose I could change the double-single ramps left and right of the middle to a single double ramp, since they are also just like that to look better.
Purce
Profile Joined January 2013
Italy31 Posts
July 31 2014 19:50 GMT
#2410
Hello everybody! This is one of my first maps:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]


I wanted to create a map with 3 base easy to take, while the other expansions more exposed. It's 192x154, but there is a lot of air. What do you think? too easy for certain style (sh, mech)?
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
July 31 2014 20:51 GMT
#2411
Whats the reasoning behind the free 3rd? If your 3rd is in a more exposed position you might be on to something, but I don't see the point of the free 3rd. Too easy for toss imo. Also the gold bases in the middle, are winner's bases, and they obstruct army movement and I'll bet they bug out the pathing AI as well. Not bad overall though!
~ ~ <°)))><~ ~ ~
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 31 2014 21:04 GMT
#2412
Not bad, way too many bases too close together though. I recommend opening some ladder maps in the editor, or just go through maps that people have posted here. Draw out on a piece of paper the base layout in a simple graph/network representation. Then try to include the distances between bases too. It'll teach you a lot about what "standard" is in sc2 mapping. Mimic that a couple times and once you've got that under your belt try to break the rules.
Comprehensive strategic intention: DNE
Homonuncnunc
Profile Joined May 2014
United States41 Posts
Last Edited: 2014-08-03 12:41:49
August 03 2014 12:36 GMT
#2413
I need some advice.

So I have this map, and it's okay. But that's just it: it's only okay. I started out with what I thought was an interesting, Akilon Wastes-esque main/nat/third setup and a shorter (~40 sec) nat to nat rush distance through the rocked off center. The rest of the map is kind of a mess to me. The overall shape just doesn't look right, and it doesn't flow that well. It's probably circle-syndromed to the max past 4 bases, too. 5th and 6th bases are way farther away than your 3rd and 4th are. I think I pigeonholed myself too much by forcing the main/nat/third into a map then building around it, which resulted in weird lines like the north/south and east/west edges of the map. It's 134x148 which is bigger than I intended at first, but concessions had to be made, which is also wrong to me.

The most egregious thing about this map, however, is that it doesn't live up to the insanely stellar theme I have planned for it. An imba map is eventually balanced, but an ugly map is ugly forever, and this map is too ugly for my gorgeous theme! I don't want to scrap this design entirely though.

[image loading]
It should be noted that I've upvoted every single person who's disagreed with me here, as far as I know.
wargirl
Profile Joined October 2013
Azerbaijan109 Posts
Last Edited: 2014-08-04 01:55:22
August 03 2014 23:13 GMT
#2414
This is Pendence Platform by Wargirl 3v3 256x232

[image loading]
Any piece of knowledge I acquire today has a value at this moment exactly proportional to my skill to deal with it. Tomorrow, when I know more, I recall that piece of knowledge and use it better. ”
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
August 03 2014 23:25 GMT
#2415
On August 04 2014 08:13 wargirl wrote:
This is Pendence Platform by Wargirl. 3v3

&#91;image loading&#93;

Can I have a less distorted/larger picture so I can see what it is more clearly?
ModeratorI am still alive, somehow
TL+ Member
wargirl
Profile Joined October 2013
Azerbaijan109 Posts
Last Edited: 2014-08-04 17:13:18
August 04 2014 01:57 GMT
#2416
Im still working on it you will find some stuff that need to be done, also any help and comments are welcome too!

[image loading]

[image loading]


i got more pics of the map here.....

https://www.facebook.com/wargirl.wargirlhots
Any piece of knowledge I acquire today has a value at this moment exactly proportional to my skill to deal with it. Tomorrow, when I know more, I recall that piece of knowledge and use it better. ”
moskonia
Profile Joined January 2011
Israel1448 Posts
August 04 2014 04:37 GMT
#2417
Don't have a double width ramp for the main. It screws ZvZ and PvP, while not really giving much.
Gumdrop
Profile Blog Joined July 2012
United States35 Posts
August 04 2014 09:32 GMT
#2418
Homeland

[image loading]

I have no plans of doing any doodads until I have a solid map layout.
"Once more unto the breech dear friends, once more!"- Hamlet's King Henry
wargirl
Profile Joined October 2013
Azerbaijan109 Posts
August 04 2014 20:32 GMT
#2419
Tell me if this is better, I took down the double ramps and make the space wider

[image loading]
Any piece of knowledge I acquire today has a value at this moment exactly proportional to my skill to deal with it. Tomorrow, when I know more, I recall that piece of knowledge and use it better. ”
Coppermantis
Profile Joined June 2012
United States845 Posts
Last Edited: 2014-08-05 05:44:11
August 05 2014 05:40 GMT
#2420
+ Show Spoiler +
[image loading]

Ignore the rocks and some terrain at the top, symmetry function was being weird.

Also:
+ Show Spoiler +
[image loading]
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