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Work In Progress Melee Maps - Page 126

Forum Index > SC2 Maps & Custom Games
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Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
algue
Profile Joined July 2011
France1436 Posts
September 13 2014 09:51 GMT
#2501
@The_Templar : For more advice you should tell us what you are trying to do with your map. I'd like to tell you that the top left and bottom right part of your map are out of proportions compared to the two other corners but you might have done it on purpose so I don't really know what to say. You

@zergJared : Open a similar looking blizzard map and see how the dispose their doodads.
rly ?
DatGamesense
Profile Joined September 2014
14 Posts
September 13 2014 11:49 GMT
#2502
I heavily updated my map , and made a post about it on reddit. Will soon provide a TL link ( 3days because new user ) . Go upvote :p

http://www.reddit.com/r/starcraft/comments/2ga64w/hello_i_made_my_first_melee_map_toxic_outpost/
moskonia
Profile Joined January 2011
Israel1448 Posts
Last Edited: 2014-09-13 12:29:49
September 13 2014 12:28 GMT
#2503
Vote brigading is the thing that can get you banned from reddit, just saying.

The map has potential in it's idea, but the concept of the map is hard to do right. Right now the bases are probably too hard to defend. The main ramp is pretty far from the CC/Nexus/Hatchery, which would make blocking the ramp harder (impossible for Zerg with the normal (double) queen block). The fact that you can't blink to the main from behind the rocks actually makes blink all in perhaps not impossible to hold, but it will still be quite hard.

Overall I like the aggressive favored feel of the map, but obviously it takes many tries before your maps are refined.

Btw, if this is really your first map, then it is quite amazing.
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
September 14 2014 08:33 GMT
#2504
[image loading]
"Not you."
algue
Profile Joined July 2011
France1436 Posts
September 15 2014 07:05 GMT
#2505
@Maevis : Imo the 4 ramps creating a direct path between both naturals make the map less interesting than it should be.
rly ?
Xenotolerance
Profile Joined November 2012
United States464 Posts
September 15 2014 17:18 GMT
#2506
[image loading]

168x168 4p all spawns... green-textured high ground is non-pathable. the high ground cheese-bridge that runs from the center out towards each natural is non-buildable.

I recognize that it's a fairly silly map, so what I'm concerned with is the proportions all around. Is it functional and playable though perhaps not balanced.

old version for comparison.
+ Show Spoiler +
[image loading]
www.alonetone.com/xenotolerance
algue
Profile Joined July 2011
France1436 Posts
September 15 2014 20:02 GMT
#2507
@Xenotolerance : you have too many bases on you map. Your made a 168*168 map with 22 bases when Alterzim Stronghold had 20 bases for 192*192 and Condemned Ridge had only 16 bases for 208x200. You should reduce the nom of bases around the middle. This would give you some room to make the map less narrow around the third.
rly ?
Xenotolerance
Profile Joined November 2012
United States464 Posts
September 15 2014 22:44 GMT
#2508
@algue - ya so true. Thank you for that perspective. My favorite idea right now is to combine what are now the 3rd and 4th into one, and to combine the top and bottom middle bases into one each, reducing the number of bases to 16. in the meantime...

[image loading]
156x153 2p
www.alonetone.com/xenotolerance
Avexyli
Profile Blog Joined April 2014
United States712 Posts
Last Edited: 2014-09-20 21:04:24
September 18 2014 07:50 GMT
#2509
I have 6 maps. Some I like, some I don't.


Only NA right now are available and each have their titles unique, look for the author Avex.

Would like some feedback for each.

#1)The Field of Justice

[image loading]
256x256 full size

1v1, huge map, I know. I just thought there'd be some ridiculously long and awesome games on it.

There's only 16 bases though. I found it hard to add more expansions anywhere in the map.

Also yes, it's a reference to a popular game.

#2) Circle of Destruction

[image loading]

196x188
1v1

#3) Ashtermath

[image loading]

226x238
1v1

#4) Mt. Rotti

[image loading]
172x148
1v1

#5) Tornado Valley

[image loading]

108x228
1v1
#6) Toxic Reef

[image loading]

156x148
1v1
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
September 18 2014 12:57 GMT
#2510
Had some fun concepts I had to get out of my head, there are a lot of little technical things that this low res image probably doesn't show, for example, many cliffs are not jump-able because of a thin lowest level boarder around many of the mid-ground places. Also that backdoor path can be walled completely with a 3v3 building on the high ground, and large units like tanks cannot path through the tight choke. The double ramp into the high-ground base (natural) can be blocked on each side by a single 2x2 building (so all three chokes can be blocked by terran with 2 depots and a barracks. There is a line of LOSB's around the 3rds. There are little high-ground pods around for overlords, but they have rocks on top of them -- I did this on purpose near the main so tanks can't be dropped up there unless the rocks are broken (also then I don't have to paint pathing XD). Finally the chunky discolored areas in the middle are a bunch of the non-buildable-but-pathable rocks to make creep spread and fighting annoying through the otherwise very open middle. Also, the double ramps in around the golds prevent tanks/thors from pathing through. I don't have this published (yet?) but I thought I'd share.

[image loading]
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
DatGamesense
Profile Joined September 2014
14 Posts
September 18 2014 15:08 GMT
#2511
New 2p map , comments pls?

[image loading]
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
Last Edited: 2014-09-18 15:10:37
September 18 2014 15:09 GMT
#2512
@ DatGamesense, the natural is huge. Third bases are really bad for zerg.
@ HypertonicHydroponic Typical map of yours with interesting concepts but really tight choke points everywhere :p
ModeratorI am still alive, somehow
TL+ Member
moskonia
Profile Joined January 2011
Israel1448 Posts
September 18 2014 17:00 GMT
#2513
DatGamesense, what is the rush distance? Seems awfully small. Like Templar said, the natural is probably too big. How about making the side rocks the normal 6x6 rocks (and a suitable sized ramp of course)? Doing that, and making that ramp slightly closer to the nat main building, would make the nat a more reasonable size.
NewSunshine
Profile Joined July 2011
United States5938 Posts
September 19 2014 19:17 GMT
#2514
On September 19 2014 00:08 DatGamesense wrote:
New 2p map , comments pls?

+ Show Spoiler +
[image loading]

I think for just starting out your maps look pretty damn good, your experience with BW certainly shows. As with any new mapper, some proportions and balance could use work, but both your maps so far have been really unique, which I think is far more important. Some cool stuff so far.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2014-09-20 01:23:05
September 20 2014 01:22 GMT
#2515
On September 19 2014 00:08 DatGamesense wrote:
New 2p map , comments pls?

+ Show Spoiler +
[image loading]

iezael is that you?
vibeo gane,
NewSunshine
Profile Joined July 2011
United States5938 Posts
September 20 2014 01:39 GMT
#2516
On September 20 2014 10:22 -NegativeZero- wrote:
Show nested quote +
On September 19 2014 00:08 DatGamesense wrote:
New 2p map , comments pls?

+ Show Spoiler +
[image loading]

iezael is that you?

The other thing I was going to say lol
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
September 20 2014 02:16 GMT
#2517
On September 20 2014 10:39 NewSunshine wrote:
Show nested quote +
On September 20 2014 10:22 -NegativeZero- wrote:
On September 19 2014 00:08 DatGamesense wrote:
New 2p map , comments pls?

+ Show Spoiler +
[image loading]

iezael is that you?

The other thing I was going to say lol

Maybe it is iezael! O.o

Probably not though.
ModeratorI am still alive, somehow
TL+ Member
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2014-09-20 02:43:25
September 20 2014 02:42 GMT
#2518
+ Show Spoiler +
On September 19 2014 00:08 DatGamesense wrote:
New 2p map , comments pls?

[image loading]


The concept of the gold bases seem similar to Sanctuary, so in that sense I like it. Though as others have said, that natural is quite big and the choke is really far forward from the base. Try pulling the natural choke closer to the base and increase the rush distances a bit. Aside that, looks pretty good thus far.
Former ESV Mapmaker | @Timetwister22
DatGamesense
Profile Joined September 2014
14 Posts
September 20 2014 12:09 GMT
#2519
Why do you think im iezael? ㅋㅋㅋㅋ
Made 2 possible changes , open to feedbacks !

[image loading]

[image loading]
Timetwister22
Profile Joined March 2011
United States538 Posts
September 20 2014 20:34 GMT
#2520
On September 20 2014 21:09 DatGamesense wrote:
Why do you think im iezael? ㅋㅋㅋㅋ
Made 2 possible changes , open to feedbacks !
+ Show Spoiler +

[image loading]

[image loading]



The second one with these minor changes would be best imo: + Show Spoiler +
[image loading]
Former ESV Mapmaker | @Timetwister22
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