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Work In Progress Melee Maps - Page 125

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 123 124 125 126 127 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
moskonia
Profile Joined January 2011
Israel1448 Posts
September 04 2014 20:09 GMT
#2481
2 1v1's. What do you think of the concept and execution? [image loading]
algue
Profile Joined July 2011
France1436 Posts
September 04 2014 20:52 GMT
#2482
@moskonia : what's the point of doing a 2 in 1 map if you deliberately split the map into two ? Just do two maps instead

The left side of the map is unplayable imo. You can take a 2nd base but you'll never get a third. Your potential vertical third is gonna get arrassed from behind and the other bases are too far away from the natural.

The right side of the map is a bit better. However the third looks like starstations third but this time there's an highground right in front of it.

Tl;dr : I don't think we will see anything else but 1 or 2 base play on this map.
rly ?
moskonia
Profile Joined January 2011
Israel1448 Posts
September 04 2014 21:07 GMT
#2483
It's a 2v2 map, I might not have been clear on that.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
September 05 2014 03:29 GMT
#2484
&#91;image loading&#93;

I have received the following feedback on this map:
-5th is too far away
-4 bases is too easy
-Natural expansion has cannon spots + Show Spoiler +
&#91;image loading&#93;
;_;


Anything else I should focus on?
ModeratorI am still alive, somehow
TL+ Member
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
Last Edited: 2014-09-05 07:11:40
September 05 2014 07:11 GMT
#2485
On September 05 2014 12:29 The_Templar wrote:
+ Show Spoiler +
[image loading]


I have received the following feedback on this map:
-5th is too far away
-4 bases is too easy
-Natural expansion has cannon spots + Show Spoiler +
[image loading]
;_;


Anything else I should focus on?

Holy turtle city, Batman. I guess this is cool if you're into huddling into a corner on more than enough resources to make multiple 200/200 death balls. Forget the 4th base, even 3 bases is ridiculously easy.
Twitter: @iamcaustic
algue
Profile Joined July 2011
France1436 Posts
September 05 2014 10:10 GMT
#2486
The_Templar : With all those highground pods and those holes in the floor (especially near the gold), some parts of the map look too narrow
rly ?
IeZaeL
Profile Joined July 2012
Italy991 Posts
September 05 2014 13:32 GMT
#2487
lol
[image loading]
Author of Coda and Eastwatch.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
September 05 2014 22:06 GMT
#2488
blink/tanks
vibeo gane,
daboss9635
Profile Joined September 2014
Canada21 Posts
September 06 2014 08:08 GMT
#2489
Hey guys, this is my first time posting on the forums (so sorry if I make any mistakes.)
The name of the map is Planet Exile, and it can be found on the North American server.
The playable bounds of this map are 162 x 148
Feel free to tell me what you think and some constructive criticism would be helpful.
Here's the link to the map as I was not able to upload the image properly.

http://imgur.com/Pr2CtxR
And G
Profile Joined May 2012
Germany491 Posts
September 06 2014 09:57 GMT
#2490
Because backdoors are cool and safe expansions are boring:

[image loading]

[image loading]

Poll: This map is bad for...

Zerg (4)
 
40%

Protoss (3)
 
30%

Terran (3)
 
30%

10 total votes

Your vote: This map is bad for...

(Vote): Protoss
(Vote): Terran
(Vote): Zerg

not a community mapmaker
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2014-09-07 09:47:29
September 07 2014 09:46 GMT
#2491
That's interesting, I just made a map with a similar nat/3rd concept:

[image loading]
vibeo gane,
NewSunshine
Profile Joined July 2011
United States5938 Posts
September 07 2014 22:48 GMT
#2492
On September 05 2014 22:32 IeZaeL wrote:
lol
[image loading]

Reminds me of this other imba map.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
RFDaemoniac
Profile Joined September 2011
United States544 Posts
September 08 2014 02:33 GMT
#2493
@zergJared

I try to use aesthetics to help make the map more clear, so I'll develop different patterns for the high, mid, and lowground or for different thematic parts or for areas that "belong" to each player.

Doodads will change the shape of your map. They are still largely necessary. They can even be useful to help define your map in ways that cliffs and ramps cannot.

Regarding your attempt above, The large grey tiles, the small lighter tiles, and the darker blue tiles all fit together pretty well. Mixing up the direction of shapes like tetris pieces is a good strategy for these artificial types. However the mesh that is not square-aligned looks pretty bad next to those other three. You'll need to find a different way of transitioning (additionally I just don't like the texture very much, and that it's segmented and only exists in a small portion of the main.

General art/aesthetic principles apply. Try to balance things out, don't create too many distracting lines (since we're watching what happens on top of the map), etc.
zergJared
Profile Joined October 2010
United States56 Posts
September 09 2014 01:49 GMT
#2494
Map: Wenatchee
Servers: AM
Boundaries: Playable 108x116
Full 136x144

Overview
[image loading]

Other pictures:
+ Show Spoiler +

Main
[image loading]

Natural
[image loading]

Possible Base
[image loading]

Possible Bases
[image loading]

Center
[image loading]

Overview
[image loading]



P.S. images seem kinda funky for me. Heres a direct link if they are for you too.

http://imgur.com/YGLTMqh,Q3IwyvQ,pDM0iLU,HektmTd,Ybv9yML,e1TMW35,n0TH3UZ#0
And G
Profile Joined May 2012
Germany491 Posts
September 09 2014 13:26 GMT
#2495
Another one, with a similar idea:

[image loading]

[image loading]

Slightly concerned about proxies perhaps being too difficult to scout because both behind the low ground third and near the backdoor third would be good locations. Still, it should be about comparable to King Sejong Station in that regard.
not a community mapmaker
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
September 10 2014 14:53 GMT
#2496
On September 05 2014 12:29 The_Templar wrote:
+ Show Spoiler +
&#91;image loading&#93;

I have received the following feedback on this map:
-5th is too far away
-4 bases is too easy
-Natural expansion has cannon spots + Show Spoiler +
&#91;image loading&#93;
;_;


Anything else I should focus on?

&#91;image loading&#93;

Fixed 5th, still working on 4th, fixed cannon spots.
ModeratorI am still alive, somehow
TL+ Member
zergJared
Profile Joined October 2010
United States56 Posts
September 11 2014 17:32 GMT
#2497
On September 09 2014 10:49 zergJared wrote:
Map: Wenatchee
Servers: AM
Boundaries: Playable 108x116
Full 136x144

Overview
[image loading]

Other pictures:
+ Show Spoiler +

Main
[image loading]

Natural
[image loading]

Possible Base
[image loading]

Possible Bases
[image loading]

Center
[image loading]

Overview
[image loading]



P.S. images seem kinda funky for me. Heres a direct link if they are for you too.

http://imgur.com/YGLTMqh,Q3IwyvQ,pDM0iLU,HektmTd,Ybv9yML,e1TMW35,n0TH3UZ#0


how could i change or add aesthetics to make this better. I think the paint is good but i def think it needs more doodads and idk im pretty noob at editor.
wargirl
Profile Joined October 2013
Azerbaijan109 Posts
September 11 2014 17:41 GMT
#2498
This Char Platform 3v3

[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. ”
DatGamesense
Profile Joined September 2014
14 Posts
Last Edited: 2014-09-12 13:49:20
September 12 2014 12:51 GMT
#2499
what do you think ? The sc2 editor is surprisingly very easy to work with , threw up this bad boy in 1 hour or so ...
Mains are at 2/8 oclock
http://i.imgur.com/QOa6d2u.jpg
Waugh
Profile Joined December 2013
France8 Posts
September 13 2014 08:25 GMT
#2500
Hi,

I am still struggling with my first map (a long time I haven't worked on it :-/
(134x134)

[image loading]

My two main concerns :
- I believe the 3rd is too safe (?)
- I find the 3 / 9 o'clock bases are a little bit useless

but maybe I'm wrong ; and I'm pretty sure there are a lot of other thing I do not see.
What do you think ?
Thanks for advices
Prev 1 123 124 125 126 127 217 Next
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