Work In Progress Melee Maps - Page 129
Forum Index > SC2 Maps & Custom Games |
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin | ||
tooCasual
Canada4 Posts
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Xenotolerance
United States464 Posts
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Xenotolerance
United States464 Posts
![]() gave this one its own thread | ||
theworldofdustoerba
51 Posts
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. ![]() | ||
IeZaeL
Italy991 Posts
![]() theworldofdustoerba , please finish it. Looking good already ! | ||
Big J
Austria16289 Posts
It's pretty choked up ![]() ![]() | ||
Xenotolerance
United States464 Posts
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 ![]() 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 | ||
Riski
France15 Posts
![]() Map is 124 x128 playable, 8 exp no gold. Link to the pic | ||
moskonia
Israel1448 Posts
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! ![]() | ||
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The_Templar
your Country52797 Posts
![]() Size is 144^2. Thoughts? Corners of the map are not very well defined yet. | ||
iamcaustic
Canada1509 Posts
On October 28 2014 02:19 The_Templar wrote: I've been experimenting with different main/natural layouts. + Show Spoiler + 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. | ||
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The_Templar
your Country52797 Posts
On October 28 2014 03:22 iamcaustic wrote: 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. | ||
Xenotolerance
United States464 Posts
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The_Templar
your Country52797 Posts
On October 28 2014 06:57 The_Templar wrote: 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 + | ||
daboss9635
Canada21 Posts
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 ![]() | ||
Xenotolerance
United States464 Posts
ps the look is fantastic, very cool texturing, but something's up with the cliffs | ||
Uvantak
Uruguay1381 Posts
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. | ||
daboss9635
Canada21 Posts
I'll take all your guys's ideas into consideration and i'll make an update later tonight. | ||
Meavis
Netherlands1300 Posts
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