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Work In Progress Melee Maps - Page 130

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
daboss9635
Profile Joined September 2014
Canada21 Posts
October 29 2014 20:56 GMT
#2581
I agree that the rush distance is pretty short so I will try to make it a tad longer possibly.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
October 29 2014 22:02 GMT
#2582
On October 30 2014 05:56 daboss9635 wrote:
I agree that the rush distance is pretty short so I will try to make it a tad longer possibly.

idk, it looks good to me. if nat-nat distance is around 40 seconds or more it should be fine, just check using the map analyzer.
vibeo gane,
Xenotolerance
Profile Joined November 2012
United States464 Posts
October 30 2014 00:17 GMT
#2583
On October 30 2014 04:46 Uvantak wrote:
I completely disagree with Xeno here, [awesome feedback]



lol you know what they say, the quickest way to get the right answer is to post the wrong one
www.alonetone.com/xenotolerance
daboss9635
Profile Joined September 2014
Canada21 Posts
October 30 2014 05:18 GMT
#2584
I tried doing the yeonsu type of third but that didn't work to well as i'd probably have to redesign the whole map. So instead i'm just going to make the third closer by squishing the right side of the bottom left main in while making the top left of it slightly bigger. In the first place though I made it so far away to try to stop the effectivity of blink all ins. Not like it really matters anymore.
Riski
Profile Joined October 2014
France15 Posts
Last Edited: 2014-10-30 16:15:30
October 30 2014 14:44 GMT
#2585
On October 27 2014 06:47 moskonia wrote:
+ Show Spoiler +
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!


Thanks a lot ! Any thoughts on this one I'm working on ? Not too chocky ? I'm trying another main-nat-3rd setup and lowground Xel'Nagas (there will be LoS blockers there). Theme will be Umoja/alien jungle.


[image loading]
daboss9635
Profile Joined September 2014
Canada21 Posts
October 30 2014 16:55 GMT
#2586
Riski I think the map you're working on is pretty cool. A couple things that you might want to look at is making the main bigger and possibly having a pathway from the third to the gold.
Riski
Profile Joined October 2014
France15 Posts
October 30 2014 18:01 GMT
#2587
I'll be working on this, thanks for feedback ! Should I make the map bounds a bit bigger to allow muta play / drops behind the main ?
daboss9635
Profile Joined September 2014
Canada21 Posts
Last Edited: 2014-10-30 18:18:09
October 30 2014 18:13 GMT
#2588
On October 31 2014 03:01 Riski wrote:
I'll be working on this, thanks for feedback ! Should I make the map bounds a bit bigger to allow muta play / drops behind the main ?


I think that's definitely a good idea because there's really no downsides in doing so.
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
October 30 2014 18:31 GMT
#2589
On October 30 2014 23:44 Riski wrote:
Show nested quote +
On October 27 2014 06:47 moskonia wrote:
+ Show Spoiler +
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!


Thanks a lot ! Any thoughts on this one I'm working on ? Not too chocky ? I'm trying another main-nat-3rd setup and lowground Xel'Nagas (there will be LoS blockers there). Theme will be Umoja/alien jungle.


[image loading]


it has a few problems, theres only two pathways towards the middle, the third is open, and the middle itself is choked
"Not you."
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
October 30 2014 20:37 GMT
#2590
On October 30 2014 23:44 Riski wrote:
Show nested quote +
On October 27 2014 06:47 moskonia wrote:
+ Show Spoiler +
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!


Thanks a lot ! Any thoughts on this one I'm working on ? Not too chocky ? I'm trying another main-nat-3rd setup and lowground Xel'Nagas (there will be LoS blockers there). Theme will be Umoja/alien jungle.


[image loading]

The main could be bigger, and lose its concave shape. Remember that concave mains are more prone to being blink-broken, as showed by Yeonsu. I'm not sure it would be broken on this map, though, considering that the natural ramp and the optimal blink spot are quite far away.

I'm not sure about it, but it looks like the natural ramp (which could be a bit wider tbh - right now it is something like 4hex?) is not creeped up with just the creep of your hatch. You might want to look into that. Also, concerning the natural, it's always good for ZvZ to have space behind the natural where you can put an Overlord that is out of range of Queens, so that you can look at the drone count when you want and then retreat to safety. Right now I don't think there is enough space.

I'm not a fan of the third base placement at all, but it's personal opinion. However it is too open. I'd put the two geysers on the other side too, right now they feel too safely placed coined up against the natural.

As Meavis said the center is too choky, and there is only one attack path. I think you should remove the central ramp that is the closest to the third and then create a new ramp perpendicular to the old ramp, facing the natural ramp (I'm not sure if I'm understable right now^^) . You may want to put a rock tower or rocks on the new ramp too. And I'm not sure of the XNT thing, it seems to take space for nothing.

The gold base feels a bit strange because it is placed where you'd normally put a fourth base in a standard setup. Placing the gold here makes your standard fourth quite far away imo. I feel like it could be replaced by a standard base, being one cliff level lower too.

All in all don't get discouraged by all these remarks, you have the basic proportions down and that's very good. It's probably the most important part.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Riski
Profile Joined October 2014
France15 Posts
October 30 2014 22:52 GMT
#2591
On October 31 2014 05:37 OtherWorld wrote:
I'm not sure about it, but it looks like the natural ramp (which could be a bit wider tbh - right now it is something like 4hex?) is not creeped up with just the creep of your hatch. You might want to look into that. Also, concerning the natural, it's always good for ZvZ to have space behind the natural where you can put an Overlord that is out of range of Queens, so that you can look at the drone count when you want and then retreat to safety. Right now I don't think there is enough space.

I'm not a fan of the third base placement at all, but it's personal opinion. However it is too open. I'd put the two geysers on the other side too, right now they feel too safely placed coined up against the natural.


Natural ramp is 6 hex wide atm. I agree that it may feel a bit far away from the hatch and I've already been reworking on this nat - 3rd placement.

On October 31 2014 05:37 OtherWorld wrote:
As Meavis said the center is too choky, and there is only one attack path. I think you should remove the central ramp that is the closest to the third and then create a new ramp perpendicular to the old ramp, facing the natural ramp (I'm not sure if I'm understable right now^^) . You may want to put a rock tower or rocks on the new ramp too. And I'm not sure of the XNT thing, it seems to take space for nothing.

The gold base feels a bit strange because it is placed where you'd normally put a fourth base in a standard setup. Placing the gold here makes your standard fourth quite far away imo. I feel like it could be replaced by a standard base, being one cliff level lower too.


I'll try around these ideas, I also think that the natural 4th has a bit stranged placement. The middle of the map is always problematic for me atm. I don't manage to get interesting chokes placement without being too chocky or to narrow pathings. I'm quite ok with base placement, but balancing the middle seems hard for me :/

On October 31 2014 05:37 OtherWorld wrote:
All in all don't get discouraged by all these remarks, you have the basic proportions down and that's very good. It's probably the most important part.


I'm glad to hear it and don't feel discouraged at all : learning by making mistakes is my method, and I get strong and understandable feedback from you guys. Sorry if I sometimes come up with kind of annoying newbie questions. I'm reading guides and wikis, but sometimes guides doesnt fit to that particular situation. Thanks for taking your time for this !
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
October 31 2014 06:00 GMT
#2592
Well yeah making the middle of the map interesting and balanced is kinda difficult, that's why you see so many maps with a large open space in the middle without much thought put into it. And don't worry about asking questions, part of what makes TL.net awesome is that most of the time your questions will be answered (:
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Riski
Profile Joined October 2014
France15 Posts
October 31 2014 18:58 GMT
#2593
Update (or more like rework from scratch) :

Before + Show Spoiler +
[image loading]

After + Show Spoiler +
[image loading]


I mainly tried to open the middle, to get a decent 3rd placement, to have a real 4th choice, and to make the golds at a 1-height cliff, more interesting placement.
Xenotolerance
Profile Joined November 2012
United States464 Posts
Last Edited: 2014-10-31 20:01:21
October 31 2014 20:00 GMT
#2594
All right ... now you've got something really cool.

Can we skip the part where I write something bad and get someone really smart in here?
www.alonetone.com/xenotolerance
daboss9635
Profile Joined September 2014
Canada21 Posts
October 31 2014 20:24 GMT
#2595
I definitely think that it's a vast improvement but when you change things there will always be smaller problems willing to sprout up.

One thing that you might want to take a look at is the positioning of the bases at 3 and 9 a clock. (the bases behind the gold)

In my opinion I definitely think that it is a good idea that you have a path way going threw the back. But I think that maybe you should switch positions of the bases with the position of the ramps at 3 and 9 a clock, so then it will be more efficient to travel to the right top and bottom left corners of the map. It will probably also be a little bit easier to defend the bases because there will probably be a smaller cliff behind it to defend and a larger and diagonal ramp which will allow you to easily break a siege if your opponent decides to siege on the high ground.
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
October 31 2014 22:23 GMT
#2596
hm, the sidebases are pretty far relative to the rush distance, I would reduce the horizontal axis and increase the vertical one.
"Not you."
ChopTheHassan
Profile Joined June 2014
35 Posts
November 01 2014 04:12 GMT
#2597
After Blizzard announced metalopolis was returning to the map pool I first cringed. Then I started thinking how to make the map better. I decided to remake the map to make it more macro focused, naming it "Ultraopolis". I kept the gold bases and the open second entrance to the natural because I felt it wouldn't really be metalopolis without them. However, I did reduce the size of the main choke into the natural somewhat and added debris to make it easier to defend.

The map itself is pretty much finished except for a little more decorating that needs to be done. Now that it's "finished" though I can't but help think there are too many bases for a good 1v1 map so I think I might upload this instead as a 2v2 map and rework it some more for a 1v1 map. This is what it looks like now though.

+ Show Spoiler +
[image loading]
HassanChop/
Ej_
Profile Blog Joined January 2013
47656 Posts
Last Edited: 2014-11-01 10:00:11
November 01 2014 09:59 GMT
#2598
first attempt at sc2 mapmaking:
[image loading]

is it remotely playable or broken? any feedback would be appreciated

all high grounds on the map without a ramp are obviously unpathable
"Technically the dictionary has zero authority on the meaning or words" - Rodya
SwedenTheKid
Profile Joined July 2014
567 Posts
November 01 2014 18:14 GMT
#2599
This is a great first map! But I would fix these-
-remove the low ground areas between the natural and 3rd. Opponents could get tanks or other long ranged units there and harass the natural.
-center of the map is very open and doesn't encourage tactical positioning and movement by players. Perhaps shrink the map and add high ground areas, or just the latter. You always want multiple routs to the enemy, and to their 3rd+ expos.
-you have a good grasp of base layout, but I would make the 2 different 3rd options have more defined benefits and weaknesses. Same with other expos.
-one tower in the middle is usually a bad idea. 2 is better since both players can hold 1. Always have a reason to put down a tower. Here it would be to spot attacks coming down the center.
-I like middle bases. Since it's so open, you could add 2 on high ground pods or something. Just make them hard to defend.
-way better than my first map. Gj
Casual Mapmaker
Ej_
Profile Blog Joined January 2013
47656 Posts
Last Edited: 2014-11-02 10:12:11
November 02 2014 10:11 GMT
#2600
thanks for the help, came up with this:
[image loading]
-removed most of the potentially abusable areas
-made the ravage over the horizontal 4th bigger, should make that base easier to defend
-added the double middle base (you can fit 2 town halls there); it has 1 rich gayser because of space usage
"Technically the dictionary has zero authority on the meaning or words" - Rodya
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