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Work In Progress Melee Maps - Page 124

Forum Index > SC2 Maps & Custom Games
Post a Reply
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Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
August 20 2014 07:12 GMT
#2461
On August 11 2014 00:41 NewSunshine wrote:
Show nested quote +
On August 10 2014 11:51 Uvantak wrote:
My first advice would be to use standard mineral and vespene placements these will avoid you quite a bit of headaches with inefficient vespene geysers and other things.

I feel I have to say this since that picture has been linked more than once: those diagonal mineral lines are not at all typical, there are fewer gaps between minerals than there should be, allowing for easy cannon rush spots. Different formations can have more spaces, and without spacing the geysers any farther apart. It's eating at me because I don't want people to start using that formation without knowing better.

Also, the vertical formation in that picture is not the same as the horizontal one - check the edge of the unbuildable cells relative to the geysers. This is important to note for maps with 4-spawn rotational symmetry. I would make a new image with better formations for reference, but I'm not at my computer atm.

I made that image way back when that was a typical diagonal mineral setup. Those were the days. Definitely agree that an update is necessary.
Twitter: @iamcaustic
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
August 20 2014 15:55 GMT
#2462
We really need to actualize the Mapper's Index thread thingy :|

Modern (?) Standard Mineral lines pic for anyone that missed it before

+ Show Spoiler +
[image loading]
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
moskonia
Profile Joined January 2011
Israel1448 Posts
August 20 2014 16:20 GMT
#2463
I disagree with the top and bottom ones, they look a bit odd, maybe make the gasses 1 square to the opposite direction of the mineral line, thus making it similar to the right and left ones?
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
August 20 2014 19:23 GMT
#2464
On August 21 2014 01:20 moskonia wrote:
I disagree with the top and bottom ones, they look a bit odd, maybe make the gasses 1 square to the opposite direction of the mineral line, thus making it similar to the right and left ones?


If anything I think the left and right geysers are 1 tile too far from the minerals - there's usually only a 1 tile gap between the minerals/geysers.
vibeo gane,
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
August 20 2014 23:44 GMT
#2465
Yeah i messed that one up, but it does not really matter in this case, in both positions the vespene geysers are efficient and that's what matters, but anyways here's a better version :b

[image loading]

@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
moskonia
Profile Joined January 2011
Israel1448 Posts
August 22 2014 20:04 GMT
#2466
[image loading]

Open nat which means toss expands later than normal, while Terran has to build the expansion in the main. Rocks at the 3rd which means Zerg has a later 3rd than normal, or a very far one, while Protoss normally has enough forces to break the rocks when taking a 3rd. Terran can take the island as a 3rd. Might be balanced, or might be crazy imbalanced, only time will tell. Any comments?
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
August 22 2014 20:25 GMT
#2467
On August 23 2014 05:04 moskonia wrote:
Open nat which means toss expands later than normal, while Terran has to build the expansion in the main. Rocks at the 3rd which means Zerg has a later 3rd than normal, or a very far one, while Protoss normally has enough forces to break the rocks when taking a 3rd. Terran can take the island as a 3rd. Might be balanced, or might be crazy imbalanced, only time will tell. Any comments?

You act like there is a good chance this map will be used in competitive play
On a more positive note, I like it. I think the center could be more interesting though.
Moderatorshe/her
TL+ Member
IeZaeL
Profile Joined July 2012
Italy991 Posts
August 23 2014 10:09 GMT
#2468
5players map :D players cant spawn in close spawns

[image loading]
Author of Coda and Eastwatch.
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
August 23 2014 14:29 GMT
#2469
old WiP with new layout on main land
[image loading]
"Not you."
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2014-08-24 02:56:49
August 24 2014 02:54 GMT
#2470
On August 20 2014 16:12 iamcaustic wrote:
Show nested quote +
On August 11 2014 00:41 NewSunshine wrote:
On August 10 2014 11:51 Uvantak wrote:
My first advice would be to use standard mineral and vespene placements these will avoid you quite a bit of headaches with inefficient vespene geysers and other things.

I feel I have to say this since that picture has been linked more than once: those diagonal mineral lines are not at all typical, there are fewer gaps between minerals than there should be, allowing for easy cannon rush spots. Different formations can have more spaces, and without spacing the geysers any farther apart. It's eating at me because I don't want people to start using that formation without knowing better.

Also, the vertical formation in that picture is not the same as the horizontal one - check the edge of the unbuildable cells relative to the geysers. This is important to note for maps with 4-spawn rotational symmetry. I would make a new image with better formations for reference, but I'm not at my computer atm.

I made that image way back when that was a typical diagonal mineral setup. Those were the days. Definitely agree that an update is necessary.

It never was a standard setup, Ohana and Cloud Kingdom both had better setups, and those maps are quite old, in fact Ohana had nothing but the setup in Uvantak's picture. Blizzard maps are generally good for reference, not necessarily for geyser positioning, but their mineral placements were pretty good. Antiga Shipyard is an example, the natural expansions had bad geyser placement, but the main base has the canonical cardinal layout - one that I and many others adhere to to this day, which oddly enough differ from Uvantak's picture. If I did that image myself you'd see the cardinal setups the same as on Antiga.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2014-09-05 22:17:03
August 24 2014 17:20 GMT
#2471
So like this?

+ Show Spoiler +
[image loading]


And actually, Cloud Kingdom had worst set ups, the diagonal set ups were basically the same only they were "misplaced" one hex to leave room for units to walk through, this made one of the vespene geysers inefficient for each of the expansions in which these layouts were used. The mineral lines in the original Ohana were better, at least in the main bases, and then in the LE edition they were very nice with only a couple minerals that changed place here and there.

/edit i misplaced one of the vespene geysers -.-; fixed

♦ Leet photoshop skillz version

[image loading]
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
theworldofdustoerba
Profile Joined November 2012
51 Posts
Last Edited: 2014-08-29 06:07:45
August 29 2014 06:01 GMT
#2472
Hi guys, can you guys help me improve this map's layout? im thinking of putting double collapsibles in the middle so that the two open paths in middle can be closed down.

[image loading]
IeZaeL
Profile Joined July 2012
Italy991 Posts
Last Edited: 2014-08-29 17:38:43
August 29 2014 17:38 GMT
#2473
Loki from BW. Any tips?
[image loading]
Brown bases are full , grey bases are 6m1g
Author of Coda and Eastwatch.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
August 29 2014 18:00 GMT
#2474
@Loki, someone already did it
http://www.teamliquid.net/forum/sc2-maps/291016-2-tpw-loki-ii
Moderatorshe/her
TL+ Member
moskonia
Profile Joined January 2011
Israel1448 Posts
Last Edited: 2014-08-29 19:39:23
August 29 2014 19:38 GMT
#2475
Just because someone did it, does not mean it can't be done once again. Looks like the maps are pretty different too.
IeZaeL
Profile Joined July 2012
Italy991 Posts
August 29 2014 20:01 GMT
#2476
Uhm since i want to do something new , here is a poll for you. choose the version you think its best.
http://goo.gl/wekAV2

Link with images : http://imgur.com/a/PALiu

Vote please i really have no clue whats best.
Author of Coda and Eastwatch.
Gumdrop
Profile Blog Joined July 2012
United States35 Posts
Last Edited: 2014-08-29 22:41:20
August 29 2014 22:40 GMT
#2477
Wat think?

[image loading]
"Once more unto the breech dear friends, once more!"- Hamlet's King Henry
IeZaeL
Profile Joined July 2012
Italy991 Posts
August 30 2014 12:38 GMT
#2478
Original won :p
[image loading]
Author of Coda and Eastwatch.
skdeimos
Profile Joined May 2013
Canada155 Posts
August 31 2014 00:39 GMT
#2479
The fuck is going on with that 9 o'clock base's geyser, Iez? other than that, looks cool. Feels almost like one of those old BW-style 12 base 4p maps, except with 105% more gold base.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
August 31 2014 00:40 GMT
#2480
On August 30 2014 04:38 moskonia wrote:
Just because someone did it, does not mean it can't be done once again. Looks like the maps are pretty different too.

Meant that inspiration can be taken from it, not "don't even think about using this concept, it might as well be copyrighted".
Moderatorshe/her
TL+ Member
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