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Work In Progress Melee Maps - Page 123

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 121 122 123 124 125 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
algue
Profile Joined July 2011
France1436 Posts
August 10 2014 19:25 GMT
#2441
It doesn't add much though
rly ?
Coppermantis
Profile Joined June 2012
United States845 Posts
August 10 2014 19:31 GMT
#2442
On August 11 2014 04:17 jamesapjoyce wrote:
Show nested quote +

I like the water features

Which is unfortunate, because they're probably going to go away because excess water can hurt framerates on some systems. I like them too, but c'est la vie.
Genome852
Profile Blog Joined August 2010
United States979 Posts
Last Edited: 2014-08-13 06:56:33
August 10 2014 20:05 GMT
#2443
deleted
Fanatic-Templar
Profile Joined February 2010
Canada5819 Posts
August 11 2014 02:04 GMT
#2444
Thanks a ton for your advice, Uvantak!

I think I've followed all your recommendations, except for the mains' sizes, which I feel needs to be a bit harder to cover because of the island nature of the map.

The second ramp on the central high ground formation was something that I'd been hesitant about because I feared it made the natural-to-natural distance to short during the later stages of the game, but then I remembered that the naturals were going to be inaccessible anyway, so third-to-third matters more.

+ Show Spoiler +
[image loading]
I bear this sig to commemorate the loss of the team icon that commemorated Oversky's 2008-2009 Proleague Round 1 performance.
skdeimos
Profile Joined May 2013
Canada155 Posts
August 11 2014 02:22 GMT
#2445
Starting to look extremely good for a first map. Fanatic. Well done. The only thing I don't like is the positioning of the mineral line on the central base. Other than that, you've got decent proportions and expansion flow, which almost no one gets right on a first map.
SidianTheBard
Profile Joined October 2010
United States2474 Posts
August 12 2014 01:43 GMT
#2446
On August 11 2014 11:04 Fanatic-Templar wrote:
Thanks a ton for your advice, Uvantak!

I think I've followed all your recommendations, except for the mains' sizes, which I feel needs to be a bit harder to cover because of the island nature of the map.

The second ramp on the central high ground formation was something that I'd been hesitant about because I feared it made the natural-to-natural distance to short during the later stages of the game, but then I remembered that the naturals were going to be inaccessible anyway, so third-to-third matters more.

+ Show Spoiler +
[image loading]


One thing you need to be careful about is it's just a straight line from nat to nat and that can get a little aggressive at times and also can be a little boring at times. 1 or 2 base play might be too strong especially since the 3rd is a little farther away and much more open so it'll be tough as it is to take. I'd suggest messing around with the middle a bit to see if you can increase nat to nat rush distance which will make taking an "open" third more desirable.

Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
Fanatic-Templar
Profile Joined February 2010
Canada5819 Posts
August 12 2014 03:56 GMT
#2447
On August 12 2014 10:43 SidianTheBard wrote:
Show nested quote +
On August 11 2014 11:04 Fanatic-Templar wrote:
Thanks a ton for your advice, Uvantak!

I think I've followed all your recommendations, except for the mains' sizes, which I feel needs to be a bit harder to cover because of the island nature of the map.

The second ramp on the central high ground formation was something that I'd been hesitant about because I feared it made the natural-to-natural distance to short during the later stages of the game, but then I remembered that the naturals were going to be inaccessible anyway, so third-to-third matters more.

+ Show Spoiler +
[image loading]


One thing you need to be careful about is it's just a straight line from nat to nat and that can get a little aggressive at times and also can be a little boring at times. 1 or 2 base play might be too strong especially since the 3rd is a little farther away and much more open so it'll be tough as it is to take. I'd suggest messing around with the middle a bit to see if you can increase nat to nat rush distance which will make taking an "open" third more desirable.



That's part of the concept though. The idea is to create a map conducive to early aggression that forces a stop to it when the water rises and turns the mains and naturals into islands.

Also, I've now decorated the map.

+ Show Spoiler +
Pre-flooding:
[image loading]
Post-flooding:
[image loading]
I bear this sig to commemorate the loss of the team icon that commemorated Oversky's 2008-2009 Proleague Round 1 performance.
SidianTheBard
Profile Joined October 2010
United States2474 Posts
August 12 2014 04:00 GMT
#2448
On August 12 2014 12:56 Fanatic-Templar wrote:
Show nested quote +
On August 12 2014 10:43 SidianTheBard wrote:
On August 11 2014 11:04 Fanatic-Templar wrote:
Thanks a ton for your advice, Uvantak!

I think I've followed all your recommendations, except for the mains' sizes, which I feel needs to be a bit harder to cover because of the island nature of the map.

The second ramp on the central high ground formation was something that I'd been hesitant about because I feared it made the natural-to-natural distance to short during the later stages of the game, but then I remembered that the naturals were going to be inaccessible anyway, so third-to-third matters more.

+ Show Spoiler +
[image loading]


One thing you need to be careful about is it's just a straight line from nat to nat and that can get a little aggressive at times and also can be a little boring at times. 1 or 2 base play might be too strong especially since the 3rd is a little farther away and much more open so it'll be tough as it is to take. I'd suggest messing around with the middle a bit to see if you can increase nat to nat rush distance which will make taking an "open" third more desirable.



That's part of the concept though. The idea is to create a map conducive to early aggression that forces a stop to it when the water rises and turns the mains and naturals into islands.

Also, I've now decorated the map.

+ Show Spoiler +
Pre-flooding:
[image loading]
Post-flooding:
[image loading]


Oh snap, I didn't read that far back! It's pretty neat, would be fun how that works. Let me know how it all pans out. :D
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
skdeimos
Profile Joined May 2013
Canada155 Posts
August 12 2014 05:13 GMT
#2449
Oh wow that is starting to look awesome, Fanatic. Awesome work.
Fanatic-Templar
Profile Joined February 2010
Canada5819 Posts
August 13 2014 19:55 GMT
#2450
The map has been published on NA as Insulation, though I was annoyed not to find a way to make the low ground unpathable through triggers. As it stands, units heading to the low ground after it has been flooded are forced to stop, and units that were either already on the low ground when it floods or who are dropped there post-flooding are killed.
I bear this sig to commemorate the loss of the team icon that commemorated Oversky's 2008-2009 Proleague Round 1 performance.
wargirl
Profile Joined October 2013
Azerbaijan109 Posts
August 14 2014 17:21 GMT
#2451
this is a map Ihad in the closet for about a year never got around to finish it looking around at some pics on the internet I got inspire to finish it i very little map 2v2


[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. ”
Genome852
Profile Blog Joined August 2010
United States979 Posts
Last Edited: 2014-08-14 19:20:44
August 14 2014 19:20 GMT
#2452
^This reminds me a lot of jungle basin, haha
IeZaeL
Profile Joined July 2012
Italy991 Posts
Last Edited: 2014-08-16 10:49:10
August 16 2014 10:49 GMT
#2453
Some new layouts

[image loading]




[image loading]
Author of Coda and Eastwatch.
moskonia
Profile Joined January 2011
Israel1448 Posts
August 16 2014 11:48 GMT
#2454
In the 1st one cannon rush would probably be too strong, as well as blink all ins.

I like the 2nd one though. While cannon rushes would probably be pretty strong here too, it's nothing extreme, and overall the layout seems really cool. Both 3rd's seem pretty viable, and I am always a supporter of open naturals. The only problem would be that there are not enough big open spaces for Zerg, although with the open natural it might be needed for Zerg to be balanced.

Would love to see it as an actual map.
IeZaeL
Profile Joined July 2012
Italy991 Posts
August 19 2014 14:32 GMT
#2455
Desertec by Freakling
Looking to make it an actual sc2 map.
[image loading]
Author of Coda and Eastwatch.
moskonia
Profile Joined January 2011
Israel1448 Posts
August 19 2014 17:16 GMT
#2456
Only 1 gas was an actual choice, or were you just copying the map 1 for 1? Anyways close pos probably not going to work that well, but other positions should be fine. I would try and make close spawns possible though, because they usually produce different games, due to the close rush distance.
algue
Profile Joined July 2011
France1436 Posts
August 19 2014 17:21 GMT
#2457
@moskonia : I think he just took a BW map port made by someone named "Freakling" and is planing to work on this map to adapt it to Sc2.
rly ?
IeZaeL
Profile Joined July 2012
Italy991 Posts
August 19 2014 17:24 GMT
#2458
Actually it is an upcoming starbow map , and I just made a 1:1 copy of the bw map made by freakling. Planning on changing something to make it sc2.
Author of Coda and Eastwatch.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
August 19 2014 20:30 GMT
#2459
Keep in mind that if you want to be entirely faithful to the original, the center is actually low ground - the ramps are hard to see since they're blended into the terrain since you can actually do awesome stuff like that in the hacked BW editor.
vibeo gane,
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
August 19 2014 22:27 GMT
#2460
On August 16 2014 19:49 IeZaeL wrote:
Some new layouts

[image loading]

This is supposed to be a backdoor nat map? I'm confused about where the mains are but I assume they are highground. The rush distance looks absurdly short. I am loving the corner bases though. I think you need to redesign the middle (aka how you get between main bases), and maybe enlarge the map a little to make rush distances work. You could easily cannibalize some of the backdoor natural space, too.
Comprehensive strategic intention: DNE
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