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Work In Progress Melee Maps - Page 127

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
Xenotolerance
Profile Joined November 2012
United States464 Posts
September 22 2014 19:51 GMT
#2521
updated 4p
[image loading]
all spawns, 16 bases, 180x176

old version for comparison:
+ Show Spoiler +
[image loading]
www.alonetone.com/xenotolerance
Xenotolerance
Profile Joined November 2012
United States464 Posts
Last Edited: 2014-09-24 00:26:56
September 23 2014 23:55 GMT
#2522
updated 2p
[image loading]
12 bases, 156x152

old version for comparison:
+ Show Spoiler +
[image loading]
www.alonetone.com/xenotolerance
Deepfudge
Profile Joined September 2014
United States2 Posts
Last Edited: 2014-09-24 06:37:09
September 24 2014 05:57 GMT
#2523
First attempt at a melee map, pretty simple 1v1. Looking for some playtesters, let me know if interested.

Mapname: Sublunar Station
[image loading]
Gumdrop
Profile Blog Joined July 2012
United States35 Posts
September 25 2014 23:25 GMT
#2524
[image loading]
"Once more unto the breech dear friends, once more!"- Hamlet's King Henry
moskonia
Profile Joined January 2011
Israel1448 Posts
September 26 2014 00:27 GMT
#2525
Thneedville: (from 'The Lorax' movie)

[image loading]

Inspired slightly by King Sejong Station. Alternative 3rds, and lot's of hard bases.
dracomanm
Profile Blog Joined September 2011
Netherlands60 Posts
Last Edited: 2014-09-26 06:40:36
September 26 2014 06:38 GMT
#2526
[image loading]
Trying to make a map with a non-standard flow that's still viable for "normal" play
Xenotolerance
Profile Joined November 2012
United States464 Posts
September 26 2014 15:54 GMT
#2527
dracomanm that's a really cool layout. It feels a little too tight in most of the space around the map, like it would be awkward to move a large army around or to attack the 3rd/4th bases.
www.alonetone.com/xenotolerance
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
September 26 2014 16:23 GMT
#2528
I'm going to try and give some good feedback, but take my advice with a grain of salt since I'm admittedly a bit out of practice.

Avexyli
I like your style, especially in regards to aesthetics etc. The biggest thing to get straightened out is your proportions. All these maps suffer from paths that are too big/small in places. It looks more natural but won't play well.
#1 - The map is too big. Distances that long will disallow 80% of strategies which doesn't lead to fun gameplay. Mech for example.
#2 - tight chokes throughout the center will make it hard for armies to move about. The naturals take up too much real estate.
#3 - again, too big. Most of the bases could be much smaller with the same layout.
#4 - probably the best/most interesting map here. One criticism though is to get rid of the North-South ramps at the natural. They're extra hard to wall off because units can slip around the sides at the top.
#5 - I like this map conceptually but it suffers from the same problems. The rush distance will be too long. Make sure your ramps are diagonal.
#6 - another interesting concept but the open naturals will be nigh impossible for toss. Not sure why you want to have a two story ramp into the main either it can cause pathing issues.

Hypertonic
have you considered that microing on top of those unbuildable rocks might cause a lot of mis-micro due to clickin on them inadvertantly?

Xenotolerance
4p - I feel like this map could flow a bit better. Maybe try walking around the map with a big army and see where units get caught and make improvements there.
2p This map will play out just like Sky Harvester the 4v4 ladder map. That is to say super positional. Drops will be heavily strong and mech and toss might have a bad time. I like the idea but as of now its pretty easy to pull units out of position. I think a clearer expansion pattern is needed but not sure how to make that happen.

Deepfudge
Good first map, a few things to consider. The rocks near the natural will make it hard for zerg to take/defend a 3rd against a quick 2 base push. The high ground by the natural I would recommend making unpathable if you have not done so. The middle of the map looks a bit tight/chokey, is the center doodad piece pathable?

Gumdrop
Solid map, the middle feels empty though of both stuff and strategic importance. Might suffer from some positional imbalance.

moskonia
Nice concept, I feel the open parts could be a bit less open however, maybe some more clearly defined paths around the map? It would be interesting to see some doodad work to choke things up here like on overgrowth.

dracomanm
Some pretty good blink opportunity here, and the middle is tight in places as was said before. I don't feel the rocks add anything to the map. You might be able to expand the bounds a bit and widen some areas.
~ ~ <°)))><~ ~ ~
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
September 26 2014 16:35 GMT
#2529
On September 24 2014 14:57 Deepfudge wrote:
First attempt at a melee map, pretty simple 1v1. Looking for some playtesters, let me know if interested.

Mapname: Sublunar Station
[image loading]


middle to choky, widen the side paths

On September 26 2014 08:25 Gumdrop wrote:
[image loading]


main overly exposed/to small

On September 26 2014 09:27 moskonia wrote:
Thneedville: (from 'The Lorax' movie)

[image loading]

Inspired slightly by King Sejong Station. Alternative 3rds, and lot's of hard bases.


middle is to empty and boring

On September 26 2014 15:38 dracomanm wrote:
[image loading]
Trying to make a map with a non-standard flow that's still viable for "normal" play


to small pathways overal, wide things up a bit
"Not you."
DatGamesense
Profile Joined September 2014
14 Posts
September 26 2014 19:03 GMT
#2530
Quick sketch of a 4p map

[image loading]
Deepfudge
Profile Joined September 2014
United States2 Posts
September 26 2014 21:02 GMT
#2531
On September 27 2014 01:23 TheFish7 wrote:

Deepfudge
Good first map, a few things to consider. The rocks near the natural will make it hard for zerg to take/defend a 3rd against a quick 2 base push. The high ground by the natural I would recommend making unpathable if you have not done so. The middle of the map looks a bit tight/chokey, is the center doodad piece pathable?


The high ground near the naturals is unpathable, just haven't prettied them up yet. Meant for aerial perch, like early game Overlords.

Yeah, the transition to the third base for Zerg players is my biggest concern right now. The idea is that players can take a closer third base (but have to deal with the rocks), or a further third however, likely taking it quicker. The further base is about 4 creep tumors away from the natural, with the nearer one (via rocks) at a solid 3. Further third base also offers good defense for front of main, which is meant to be a bit vulnerable to tactics like Blink Stalkers, Reapers (probably not an issue at this point of the game though), Brood Lords, and other units that are good at exploiting cliffs.

Definitely agreeing on the middle being a bit chokey. Each side currently stands at 9 units width, which only takes 3 force-fields to completely wall off. The middle art asset isn't pathable, so it essentially bisects the middle, could definitely be scaled down though.
dracomanm
Profile Blog Joined September 2011
Netherlands60 Posts
Last Edited: 2014-09-27 00:50:42
September 27 2014 00:18 GMT
#2532
[image loading]
Currently published on EU as "Eikenhov" (version 1.1)

Thank you all for the feedback.
I reworked the middle to make it more open while still preserving the old flow of the map.
The idea is to give the players the freedom to expand in either clockwise or counter-clockwise direction, with the bases at 4 and 10 o'clock being viable for either side. In addition to this, I tried to set the map up in such a way that you always have more than one angle of attack from/to any base beyond the natural.
The rocks at 12 and 6 o'clock are there to extend the rush destances as well as protect the base for a while, but still allow the middle to open up later in the game.

I would love some more feedback on the following:
Is the map still too chockey?
Are the 3 and 9 o'clock bases too small?
Would moving the 3 and 4 o'clock bases clockwise improve them?
Is the natural choke okay? Not too small or vulnerable to blink/other allins?

Thank you
killerrj8
Profile Joined June 2014
Germany9 Posts
September 27 2014 10:53 GMT
#2533
On September 27 2014 09:18 dracomanm wrote:

Is the natural choke okay? Not too small or vulnerable to blink/other allins?

Thank you



Hello! I really like your map design. Although i am a little worried about the third above the main... it is pretty easy to blink stalkers in there no?
dracomanm
Profile Blog Joined September 2011
Netherlands60 Posts
September 27 2014 14:26 GMT
#2534
On September 27 2014 19:53 killerrj8 wrote:
Show nested quote +
On September 27 2014 09:18 dracomanm wrote:
snip


Hello! I really like your map design. Although i am a little worried about the third above the main... it is pretty easy to blink stalkers in there no?


The design philosophy was to always offer more than one attack path, but having to dedicate to the attack path you decide on. A blink army would have to walk a longer way around than the defending army. And if they decide to attack from the far side of the third, they can't use the ramp.

Having said all that, I'm not that well versed in Terran or Protoss (trying out different setups to be viable for FFE was an awkward process, and I'm still not totally happy), so I would love some imput on that topic from players more talented than myself
Namrufus
Profile Blog Joined August 2011
United States396 Posts
September 27 2014 15:26 GMT
#2535
Hey, which one of these maps sucks the least? http://imgur.com/a/k1zaO
This is it... the alpaca lips.
dracomanm
Profile Blog Joined September 2011
Netherlands60 Posts
September 27 2014 16:19 GMT
#2536
On September 28 2014 00:26 Namrufus wrote:
Hey, which one of these maps sucks the least? http://imgur.com/a/k1zaO


I'm going with Laika, the others feel really awkward to move armies around on or even get around the natural.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
September 28 2014 00:47 GMT
#2537
On September 28 2014 00:26 Namrufus wrote:
Hey, which one of these maps sucks the least? http://imgur.com/a/k1zaO

You always have intriguing stuff, Namrufus. I like Bombad Beach and Attica.
~ ~ <°)))><~ ~ ~
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
September 28 2014 00:53 GMT
#2538
I like Bombad beach the best out of those.
ModeratorI am still alive, somehow
TL+ Member
TheSkunk
Profile Joined September 2010
82 Posts
Last Edited: 2014-09-28 19:47:39
September 28 2014 19:43 GMT
#2539
What you guys of this unusual map concept: http://imgur.com/a/AErrh

Spawn locations are in the middle (as marked) and there are air blockers through the middle. You expand away from your opponent instead of towards them; leaving your original bases more vulnerable in the late-game.

Currently thinking:

1. Too chokey, needs more open areas

2. Considering adding passageway through middle of the map as it can be too hard to get from one side of the map to the other side.

3. This would also make the mains further apart (because a middle path couldn't be possible without doing that, as if they remained at this distance tanks could siege mains) which would also allow me to remove or change the air blockers. (They're super annoying -- units will get stuck on them as with Merry Go Round, only worse on this map)

Thanks for your thoughts
dracomanm
Profile Blog Joined September 2011
Netherlands60 Posts
September 28 2014 20:15 GMT
#2540
It's very different, and therefore harder to judge simply by looking at it.

Things I can tell at a glance:
The map feels very chokey, especially the 3-6 o'clock parts of it. You really don't need that many bases (counting 8 per side, excluding the mains), make that like 4-5 and give them the space they deserve.
To borrow a tip from earlier in this thread, just walk around the map with a 200/200 army to see how it feels.
You want to avoid vertical/horizontal ramps as much as possible, especially on the natural ramp.
Are the small patches of highground nonpathable?

The concept is absolutely interesting, play around with it some more
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