Work In Progress Melee Maps - Page 123
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
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Coppermantis
United States845 Posts
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
United States979 Posts
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Fanatic-Templar
Canada5819 Posts
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 + ![]() | ||
skdeimos
Canada155 Posts
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SidianTheBard
United States2474 Posts
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 + ![]() 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. | ||
Fanatic-Templar
Canada5819 Posts
On August 12 2014 10:43 SidianTheBard wrote: 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: ![]() Post-flooding: ![]() | ||
SidianTheBard
United States2474 Posts
On August 12 2014 12:56 Fanatic-Templar wrote: 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: ![]() Post-flooding: ![]() 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 | ||
skdeimos
Canada155 Posts
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Fanatic-Templar
Canada5819 Posts
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wargirl
Azerbaijan109 Posts
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Genome852
United States979 Posts
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moskonia
Israel1448 Posts
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. | ||
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moskonia
Israel1448 Posts
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algue
France1436 Posts
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IeZaeL
Italy991 Posts
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-NegativeZero-
United States2141 Posts
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EatThePath
United States3943 Posts
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. | ||
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