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Work In Progress Melee Maps - Page 128

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
TheSkunk
Profile Joined September 2010
82 Posts
September 28 2014 20:41 GMT
#2541
On September 29 2014 05:15 dracomanm wrote:
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

Thanks for the comments/suggestions.

I think I have this problem where I just add bases when I feel like part of the map lacks any strategic value (no reason to send your army there) which is a bad idea.

Kind of new to map making: Why avoid horizontal/vertical ramps? Screws up some walls?

The patches of high-ground are currently un-pathable -- I might make one or two spots pathable later, but right now I'm still fiddling with the overall layout.
dracomanm
Profile Blog Joined September 2011
Netherlands60 Posts
Last Edited: 2014-09-28 21:27:11
September 28 2014 21:19 GMT
#2542
Not only bases have strategic value, crossroads/ramps/xel'naga towers and pathways all have positional value.
Try looking at ladder maps or other maps in this forum, imagine a number of bases you have and ask yourself "where would I put my army", and then "why?". The ability to attack/defend is often worth just as much as a base.

EDIT: In addition to this, give your bases some space, there's not going to be much fighting on a place where you can barely fit a building there. The creep spread around a hatchery is a useful guideline for this.

Horizontal/vertical ramps are usually awkward to move around on, since pathing is distorted in a way that's hard to visualise (the shortest path isn't a straight line), diagonal ramps don't have that problem. Also blocking said ramps is alot harder.

Don't be afraid to just jack a bunch of buildings on your map to see how it looks and how big it feels compared to a bunch of different army sizes.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
Last Edited: 2014-10-01 18:20:23
October 01 2014 17:40 GMT
#2543
[image loading]

Size: 176^2 (yeah it's pretty big)

On October 02 2014 03:08 moskonia wrote:
Wow did not realize it was this big, kinda crazy to make a map so big, especially since you don't like to do aesthetics (I think). Is it bigger than Alterzim?

Alterzim is 192x192, so no.
ModeratorI am still alive, somehow
TL+ Member
moskonia
Profile Joined January 2011
Israel1448 Posts
October 01 2014 18:08 GMT
#2544
Wow did not realize it was this big, kinda crazy to make a map so big, especially since you don't like to do aesthetics (I think). Is it bigger than Alterzim?
Hexe
Profile Joined August 2014
United States332 Posts
Last Edited: 2014-10-03 02:35:53
October 02 2014 04:19 GMT
#2545
EDIT: will re edit, (not repost.) if I need still help
Xenotolerance
Profile Joined November 2012
United States464 Posts
Last Edited: 2014-10-06 16:43:37
October 06 2014 16:41 GMT
#2546
That's a cool map Templar. I dig the expansion pattern. It looks like you've avoided any imbalance for all spawns with the easy 3 and the choices for 4th. very cool
www.alonetone.com/xenotolerance
Xenotolerance
Profile Joined November 2012
United States464 Posts
October 06 2014 16:47 GMT
#2547
new map. similar concept to my last map but smaller and cleaner.

[image loading]
104x128
10 bases
the main is out of blink range from that long and close low ground ridge.
www.alonetone.com/xenotolerance
Xenotolerance
Profile Joined November 2012
United States464 Posts
October 07 2014 04:52 GMT
#2548
Sorry if this is getting spammy. Lots of free time all of a sudden...

[image loading]
136x136
12 bases
The overview doesn't show them but there are LoS blockers in a weird X around the watchtower.

It seems to fall victim to the classic rotational imbalance, but practice is practice. Maybe it's adaptable into a 2p map.
www.alonetone.com/xenotolerance
Hexe
Profile Joined August 2014
United States332 Posts
October 07 2014 06:01 GMT
#2549
+ Show Spoiler +
On October 07 2014 13:52 Xenotolerance wrote:
Sorry if this is getting spammy. Lots of free time all of a sudden...

[image loading]
136x136
12 bases
The overview doesn't show them but there are LoS blockers in a weird X around the watchtower.

It seems to fall victim to the classic rotational imbalance, but practice is practice. Maybe it's adaptable into a 2p map.


Swastika! Just kidding. People are not going to like that blink into the main, and I think you should make that area a little wider above the potential 3rd / 4th.
And G
Profile Joined May 2012
Germany491 Posts
October 07 2014 14:13 GMT
#2550
Will create map thread as soon as I can get rid of some minor issues. Size is 152x144.

[image loading]
not a community mapmaker
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
October 07 2014 14:19 GMT
#2551
consider changing the lighting, bloom seems to be very distasteful for the majority.
"Not you."
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
October 07 2014 14:39 GMT
#2552
On October 07 2014 23:13 And G wrote:
Will create map thread as soon as I can get rid of some minor issues. Size is 152x144.

+ Show Spoiler +
[image loading]


"Yup, this is definitely an And G map."

I like it. Seems weird to defend 5 bases, feels like your opponent can always catch you vulnerable somewhere.
ModeratorI am still alive, somehow
TL+ Member
DatGamesense
Profile Joined September 2014
14 Posts
October 07 2014 19:39 GMT
#2553
Threw up a little 4p 12bases layout. I like this type of maps because they are very difficult to make balanced , since circle syndrome is too stronk here. Very unsatisfied with the natural setup , will change it definitely.
[image loading]
Xenotolerance
Profile Joined November 2012
United States464 Posts
October 07 2014 20:30 GMT
#2554
that's awesome.

I am trying to choose a 4th base. It looks really hard. The counter-clockwise natural or the clockwise gold I suppose. Fast map good map tho
www.alonetone.com/xenotolerance
RFDaemoniac
Profile Joined September 2011
United States544 Posts
October 07 2014 23:25 GMT
#2555
The little pockets between the grass in the middle and the gold expansions seems not that useful. Maybe you'd get a bit of a surround at some point early on? What other uses do you see for them?
Xenotolerance
Profile Joined November 2012
United States464 Posts
October 08 2014 01:14 GMT
#2556
[image loading]
now 144x144
All bases are slightly bigger, esp 3rd-4th. Taking it as an alternate 3rd is easier too with it being closer and a larger ramp in that direction.
www.alonetone.com/xenotolerance
Xenotolerance
Profile Joined November 2012
United States464 Posts
Last Edited: 2014-10-09 05:50:16
October 09 2014 05:49 GMT
#2557
maps maps maps
[image loading]

156x96
8 regular 2 gold
Another attempt at a figure 8 layout but I think this one in particular would be better without it. For example, with this map I think it would benefit from switching the main and the in-base expansion, then connecting what is now the main with the low ground where the gold is and moving the gold somewhere slightly different. It would offer a choice of 3rds, give more attack paths, generally be more interesting etc etc.
www.alonetone.com/xenotolerance
IeZaeL
Profile Joined July 2012
Italy991 Posts
October 09 2014 13:40 GMT
#2558
picked up the editor a little bit today

[image loading]
Author of Coda and Eastwatch.
moskonia
Profile Joined January 2011
Israel1448 Posts
October 09 2014 14:54 GMT
#2559
I don't get why you have "retired mapmaker" in your signature if you're still making maps.

Anyways, I think the idea is very interesting. Reapers will probably wreck havoc in the early game, and Colossi will in the mid and late game, with the way the cliffs are designed. Not sure if that will cause imbalance, although it will create more tactical decisions which is cool.
Xenotolerance
Profile Joined November 2012
United States464 Posts
October 10 2014 02:16 GMT
#2560
double ups
[image loading]
bounds pushed to 112x140 for aesthetic and base-embiggening reasons, rocks added to middle ramps

[image loading]
still 156x96, main base moved to high ground and the forward base is now a natural, gold moved forward, adjusted spacing all over
www.alonetone.com/xenotolerance
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