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Work In Progress Melee Maps - Page 137

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 135 136 137 138 139 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
SwedenTheKid
Profile Joined July 2014
567 Posts
December 01 2014 02:30 GMT
#2721
New sketch
I've been seeing map layouts in paintings. Kinda weird. Looked cooler in my head. Has obvious imbalances like the main and 3rd, but you get the basic idea.
[image loading]
Casual Mapmaker
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
December 01 2014 02:57 GMT
#2722
New sketch: The upper and lower areas of the map have... unappealing choke points. Specifically, it looks pretty easy to secure the high ground above the third as the attacker, at which point you completely cut off the defender from ever taking a fourth base, and the 1-width ramp into the center makes me want to go through two other choke points instead in order to get to the center.
Moderatorshe/her
TL+ Member
hero_lief
Profile Joined December 2010
United States53 Posts
Last Edited: 2014-12-01 08:52:36
December 01 2014 08:41 GMT
#2723
Agreed with Templar. The small middle ramps aren't a very good idea and the high ground is, while a neat concept, just too strong. I think the best balance would be shuffling the 12/6 and 11/5 o'clock bases counterclockwise to allow for that high ground triangle to be a more prevalent section further from the third would be the best idea. Towers on it, perhaps?

Also, am I the only one that sees this as a 1v1 iced-over version of Scorched Haven?
SwedenTheKid
Profile Joined July 2014
567 Posts
December 02 2014 00:38 GMT
#2724
Guys, I just checked the bounds of my old WIP, and its 177x177. Is that just to big? Do I have to redo the whole map?
Or am I good?
[image loading]
Casual Mapmaker
hero_lief
Profile Joined December 2010
United States53 Posts
December 02 2014 01:06 GMT
#2725
It's manageable since it's a 4 player map, assuming near spawns are allowed.

That mid seriously needs to be reworked though, it needs to be larger. Look at Frost.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
December 02 2014 01:31 GMT
#2726
177x177 and 20 bases is definitely quite large, even for a 4p map. Some people are ok with 20 bases but I personally dislike anything over 16 for a 4p map - your layout does seem kind of turtly.

Also why 177x177, how is that symmetrical?
vibeo gane,
Xenotolerance
Profile Joined November 2012
United States464 Posts
December 02 2014 04:38 GMT
#2727
redo
www.alonetone.com/xenotolerance
SwedenTheKid
Profile Joined July 2014
567 Posts
December 02 2014 16:22 GMT
#2728
Redoing
Casual Mapmaker
SwedenTheKid
Profile Joined July 2014
567 Posts
December 03 2014 01:58 GMT
#2729
Bounds 160x160 Advice?
[image loading]
Casual Mapmaker
SwedenTheKid
Profile Joined July 2014
567 Posts
December 03 2014 02:15 GMT
#2730
Made this almost a year ago. Just thought I'd show it. Not very balanced. 160x160
[image loading]
Casual Mapmaker
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
Last Edited: 2014-12-03 11:44:58
December 03 2014 11:41 GMT
#2731
On December 03 2014 10:58 SwedenTheKid wrote:
Bounds 160x160 Advice?
[image loading]


could give a bit of the natural to the main if you relocate main to nat ramp, bit choky along middle axis.

bit late in to the WiP to post this but just want some feedback on this.
[image loading]
"Not you."
SwedenTheKid
Profile Joined July 2014
567 Posts
December 04 2014 00:40 GMT
#2732
Is it just me or is the horizontal 4th very close to the 3rd? Maybe not to close, since its very open and low ground. Anyways, looks pretty. Good choice of 3rd bases.
Casual Mapmaker
SwedenTheKid
Profile Joined July 2014
567 Posts
December 04 2014 03:09 GMT
#2733
Meh
[image loading]
Casual Mapmaker
SwedenTheKid
Profile Joined July 2014
567 Posts
December 05 2014 01:53 GMT
#2734
Remaking my first WIP map. Idk if forward 4ths are to exposed/close to opponent. Advice?
[image loading]
Casual Mapmaker
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
December 05 2014 01:56 GMT
#2735
You're not able to warp in from the ground outside the inbase natural into the natural, are you?

Not liking how 5 bases in the bottom left/center are only connected to the rest of the map by those two ramps. I would probably remove the one in the very corner and/or make a backdoor from the natural into those areas.
Moderatorshe/her
TL+ Member
SwedenTheKid
Profile Joined July 2014
567 Posts
December 05 2014 03:17 GMT
#2736
Thanks for feedback. Your probably right.
Also remaking my more recent WIP. 144x144. Cross spawn. Hopefully last post for some time
[image loading]
Casual Mapmaker
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
December 05 2014 03:21 GMT
#2737
Why is it hopefully your last post for some time?

It may just be me, but those third/fourth bases look too close together to be secured separately. Yeah, the fourth is more vulnerable, but are there any attack paths that go through the third and not the fourth, assuming you expand in a counter-clockwise direction?

All of the main bases look too small.
Moderatorshe/her
TL+ Member
SwedenTheKid
Profile Joined July 2014
567 Posts
December 05 2014 04:02 GMT
#2738
Yeah they are a bit to close. Will make the Mains a bit bigger as well. The map itself looks kinda familiar. Hopefully I'm not making a clone.
Casual Mapmaker
NewSunshine
Profile Joined July 2011
United States5938 Posts
December 05 2014 04:17 GMT
#2739
On December 05 2014 13:02 SwedenTheKid wrote:
Yeah they are a bit to close. Will make the Mains a bit bigger as well. The map itself looks kinda familiar. Hopefully I'm not making a clone.

I liked the bigger versions more. The positional balance looks reasonable, I would mainly tighten up the main choke a bit.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
December 05 2014 04:19 GMT
#2740
On December 05 2014 13:17 NewSunshine wrote:
Show nested quote +
On December 05 2014 13:02 SwedenTheKid wrote:
Yeah they are a bit to close. Will make the Mains a bit bigger as well. The map itself looks kinda familiar. Hopefully I'm not making a clone.

I liked the bigger versions more. The positional balance looks reasonable, I would mainly tighten up the main choke a bit.

It's cross spawns, so no positional imbalance at all. Are the main bases not on high ground?
Moderatorshe/her
TL+ Member
Prev 1 135 136 137 138 139 217 Next
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