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Work In Progress Melee Maps - Page 129

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
tooCasual
Profile Joined February 2013
Canada4 Posts
October 11 2014 06:49 GMT
#2561
I feel like my proportions are way off?
Xenotolerance
Profile Joined November 2012
United States464 Posts
October 13 2014 17:55 GMT
#2562
I'm no expert... one thing that stands out to me is that the natural entrance looks a few spaces too wide.
www.alonetone.com/xenotolerance
Xenotolerance
Profile Joined November 2012
United States464 Posts
Last Edited: 2014-10-15 22:17:38
October 15 2014 18:40 GMT
#2563
[image loading]

gave this one its own thread
www.alonetone.com/xenotolerance
theworldofdustoerba
Profile Joined November 2012
51 Posts
October 20 2014 04:58 GMT
#2564
worth to continue or not?

if so, any changes that can be made before progress continues to texture/doodading?

note: sea platforms behind 1st third and nat is no-pathing.

[image loading]
IeZaeL
Profile Joined July 2012
Italy991 Posts
October 23 2014 19:05 GMT
#2565
bw map , cant blink to main directly using the cliff.

[image loading]

theworldofdustoerba , please finish it. Looking good already !
Author of Coda and Eastwatch.
Big J
Profile Joined March 2011
Austria16289 Posts
October 25 2014 00:20 GMT
#2566
Roguh drawing. Got any potential?
It's pretty choked up
[image loading]
Xenotolerance
Profile Joined November 2012
United States464 Posts
Last Edited: 2014-10-25 01:51:13
October 25 2014 01:50 GMT
#2567
Yeah that looks like it's got legs. The middle is really interesting. It looks like the side path next to the high ground and the very wide low ground path are pretty awkward, and chokey right outside the middle.

My favorite idea: Bring the low ground closer to the two ramps off the high ground, make it so you can't pass around the center on mid ground. Remove the single ramp pointing at the gold base, move it closer to the middle and rotate it 90' clockwise, probs make it a double ramp. Expand the midground plateau toward the edge but leave an escape route in the low ground.

That probably makes no sense so I drew a picture
[image loading]

it might still make no sense. it may also be bad. no promises. But it keeps a sense that passing through the center is treacherous which I think is the coolest part about your idea. ymmv

oh yeah and expand the mains they're too small
www.alonetone.com/xenotolerance
Riski
Profile Joined October 2014
France15 Posts
October 26 2014 21:36 GMT
#2568
Hi to everyone ! Here is my first post on TL after following you guys for years now. I'm beginner to mapmaking and I've finally done a complete layout of a melee map (I'm doing art stuffs for a few months, but no full map yet). No aesthetics at all have been done and I'm open to any suggestions about the layout before prettying it up

Map is 124 x128 playable, 8 exp no gold.

Link to the pic
moskonia
Profile Joined January 2011
Israel1448 Posts
October 26 2014 21:47 GMT
#2569
On October 27 2014 06:36 Riski wrote:
Hi to everyone ! Here is my first post on TL after following you guys for years now. I'm beginner to mapmaking and I've finally done a complete layout of a melee map (I'm doing art stuffs for a few months, but no full map yet). No aesthetics at all have been done and I'm open to any suggestions about the layout before prettying it up

Map is 124 x128 playable, 8 exp no gold.

Link to the pic

Very nice for a 1st map. Your main-nat-3rd setup is really good, very standard, which is what you want to do mainly, before you try other kinds of layouts. A few things: Don't use straight ramps unless you have no other option, especially the main and nat ramps, Diagonal ramps are the standard, as they are easier to wall off, and can be blocked by Forcefields easier. Try to limit the pathable space behind the natural, so tanks can't siege the mineral line from the safety on a cliff, this is important to maintain a balance in TvZ, although not as big of a deal as it used to.

Overall very nice 1st map, keep making maps and they will get better each time!
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
October 27 2014 17:19 GMT
#2570
I've been experimenting with different main/natural layouts.

[image loading]

Size is 144^2.
Thoughts? Corners of the map are not very well defined yet.
Moderatorshe/her
TL+ Member
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
October 27 2014 18:22 GMT
#2571
On October 28 2014 02:19 The_Templar wrote:
I've been experimenting with different main/natural layouts.

+ Show Spoiler +
[image loading]


Size is 144^2.
Thoughts? Corners of the map are not very well defined yet.

My gut feeling says map flow feels painful. Tight/awkward paths in mid-map, out-of-the-way paths for main army, a 3 base setup that makes me wonder how you'd ever attack it unless you do a crazy all-in to exploit the forward-positioned main ramp, etc.
Twitter: @iamcaustic
Xenotolerance
Profile Joined November 2012
United States464 Posts
Last Edited: 2014-10-28 22:11:31
October 27 2014 21:51 GMT
#2572
new one
[image loading]
168x168 all spawns

this map file got corrupted... TT
www.alonetone.com/xenotolerance
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
October 27 2014 21:57 GMT
#2573
On October 28 2014 03:22 iamcaustic wrote:
Show nested quote +
On October 28 2014 02:19 The_Templar wrote:
I've been experimenting with different main/natural layouts.

+ Show Spoiler +
[image loading]


Size is 144^2.
Thoughts? Corners of the map are not very well defined yet.

My gut feeling says map flow feels painful. Tight/awkward paths in mid-map, out-of-the-way paths for main army, a 3 base setup that makes me wonder how you'd ever attack it unless you do a crazy all-in to exploit the forward-positioned main ramp, etc.

Hmm, I mostly agree. To be honest, I've been trying to adjust the map around the first three bases (specifically the main/nat), it's been a lot of different maps already.
I may make the third more vulnerable and open up the rest of the map.
Moderatorshe/her
TL+ Member
Xenotolerance
Profile Joined November 2012
United States464 Posts
October 28 2014 22:46 GMT
#2574
Always save a new version before and after major changes... had to redo a bunch of changes around the inner bases.

[image loading]

www.alonetone.com/xenotolerance
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
October 29 2014 01:13 GMT
#2575
On October 28 2014 06:57 The_Templar wrote:
Show nested quote +
On October 28 2014 03:22 iamcaustic wrote:
On October 28 2014 02:19 The_Templar wrote:
I've been experimenting with different main/natural layouts.

+ Show Spoiler +
[image loading]


Size is 144^2.
Thoughts? Corners of the map are not very well defined yet.

My gut feeling says map flow feels painful. Tight/awkward paths in mid-map, out-of-the-way paths for main army, a 3 base setup that makes me wonder how you'd ever attack it unless you do a crazy all-in to exploit the forward-positioned main ramp, etc.

Hmm, I mostly agree. To be honest, I've been trying to adjust the map around the first three bases (specifically the main/nat), it's been a lot of different maps already.
I may make the third more vulnerable and open up the rest of the map.

I did some work on it. Mainly changed the size of choke points and cliff outlines.
+ Show Spoiler +
[image loading]

Moderatorshe/her
TL+ Member
daboss9635
Profile Joined September 2014
Canada21 Posts
Last Edited: 2014-10-29 03:24:54
October 29 2014 03:24 GMT
#2576
Hey guys it's me daboss here, finally I think i've made a decent map to post on team liquid.

The name of the map is Sub-station
It was uploaded on the american server
The playable bounds are 140x140

Some constructrive critism and opinions on it would help me a lot.

Thanks
-daboss

[image loading]

Xenotolerance
Profile Joined November 2012
United States464 Posts
Last Edited: 2014-10-29 17:03:35
October 29 2014 17:02 GMT
#2577
Boss that's a sweet map. The base layout is pretty standard and well executed. Proportions look good, with the exception that the low-ground in front of the 3rd is too choked and awkward to move into from the middle. Maybe find a way to combine the two ramps coming from the gold and split the difference there.

ps the look is fantastic, very cool texturing, but something's up with the cliffs
www.alonetone.com/xenotolerance
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
October 29 2014 19:46 GMT
#2578
I completely disagree with Xeno here, the ramps leading from the center towards the clockwise third base are fine for the most part, you could even say that they may be too open, and blocking the farthest with a single set of diagonal rocks may be a good idea. atm the distance from the natural to the third bases is just too far away, one is blocked by rocks, and the other one is very far away, what it can be done to address this is to reduce the size/outer perimeter of the main base a bit and use the new space to shorten the distance to the clockwise third.

Regarding the counterclockwise third, i highly suggest you to use a similar layout than the one in yeonsu, you can even use a cardinal ramp as a non-blocked ramp if you really want it, but just try to reduce the walking distance as much as possible.

Other thing is that you are using an unnecessary amount of terrain to avoid getting the gold bases be exposed, you can trim down the area, and use that space to increase this place

Another tip is to remove the xel'naga, that tower has no particular reason to be there other than for the lulz, the center is a vital enough place in the map as it is, there is no need to reward even more to the player that's holding it or make it easier for him.

The core layout of the map looks pretty nice and overall has a quite decent flow, but there are things such as the third bases that must be looked upon. Also regarding the aesthetics, we all passed the stage where the discovered the protoss decals and we left a map unplayably bright because of them, try to avoid this.

Oh! Also try to avoid using straight lines for the cliffs, i realize that you put thought into them, that's clear to the eye, but try to avoid them even more, check Templars map for example or IeZael's.

@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.
daboss9635
Profile Joined September 2014
Canada21 Posts
October 29 2014 20:23 GMT
#2579
Thank you guys very much for the feed back!

I'll take all your guys's ideas into consideration and i'll make an update later tonight.

Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
October 29 2014 20:27 GMT
#2580
3rd is to far from nat, rush distance is to short because it's 1 straight path to opponent
"Not you."
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