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Work In Progress Melee Maps - Page 138

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
SwedenTheKid
Profile Joined July 2014
567 Posts
Last Edited: 2014-12-05 04:26:56
December 05 2014 04:21 GMT
#2741
[image loading]
Not to much of a difference but mains are larger, and optional 4th is farther away. I must also note that the clockwise 3rd is also an option. Usually not preferable though. Last post for now.
Casual Mapmaker
moskonia
Profile Joined January 2011
Israel1448 Posts
December 05 2014 07:23 GMT
#2742
Natural is too far from main ramp, will be hard to defend for zerg because of creep. Also, blink might be an issue.
SwedenTheKid
Profile Joined July 2014
567 Posts
December 05 2014 17:28 GMT
#2743
While the natural is far from the ramp, it is actually quite close to the main base hatchery. 1 creep tumor can reach the nat, i think. I don't think blink will be a huge issue, since stalkers can only blink to the main from the forward high ground, not the counterclockwise low ground, not to mention the ramp is very close to the naturals wall off location. But will take into account your feedback.
Casual Mapmaker
Asindee
Profile Joined August 2012
France26 Posts
Last Edited: 2014-12-06 12:06:06
December 06 2014 12:05 GMT
#2744
Hi, I'm looking for some feedback on this one please. (size is 158x150)

[image loading]
moskonia
Profile Joined January 2011
Israel1448 Posts
December 06 2014 13:37 GMT
#2745
Map is a bit too big, but there is not much you can do about that in this point I think. 3rd's are a bit too hard imo, you could maybe make the horizontal one a bit closer, and/or add some rocks to the high ground one (blocking the far ramp, or choking up the mid ramp).

Overall pretty nice. I like the middle, seems like it would be very interesting. As the map is so big, some watch towers could help minimize the effort it takes to control the map. 2 towers are probably fine, although 4 could also be justified imo (2 in mid, 2 at sides).
SwedenTheKid
Profile Joined July 2014
567 Posts
December 07 2014 04:01 GMT
#2746
Ok, so new kinda imba map gimmick. Not quite the best execution but hopefully I can work it out. Basically Rock Tower Dominos, that can create a block between the optional free natural and the main. I thought this might hurt zerg, but if the enemy kills the towers, and the defensive player doesn't take the free natural in favor of the normal natural, he now has 2 rocks blocking his backdoor. If the zerg player doesn't take the in-base, he can still get a 3rd base pretty easy.
[image loading]
[image loading]
Casual Mapmaker
SwedenTheKid
Profile Joined July 2014
567 Posts
December 07 2014 04:03 GMT
#2747
oh yeah, and this abomination
+ Show Spoiler +
[image loading]
Casual Mapmaker
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
December 07 2014 04:07 GMT
#2748
On December 07 2014 13:01 SwedenTheKid wrote:
Ok, so new kinda imba map gimmick. Not quite the best execution but hopefully I can work it out. Basically Rock Tower Dominos, that can create a block between the optional free natural and the main. I thought this might hurt zerg, but if the enemy kills the towers, and the defensive player doesn't take the free natural in favor of the normal natural, he now has 2 rocks blocking his backdoor. If the zerg player doesn't take the in-base, he can still get a 3rd base pretty easy.
+ Show Spoiler +
&#91;image loading&#93;
&#91;image loading&#93;

Confused. If you kill either rock tower, rocks will cover the back door ramp? That's sort of cool. The rest of the map feels a bit rushed, though. I'm not sure what you're trying to accomplish with the center.

On December 07 2014 13:03 SwedenTheKid wrote:
oh yeah, and this abomination
+ Show Spoiler +
&#91;image loading&#93;


First of all, remove the gold minerals from the main unless you have a heck of a reason to have them there.

The islands between the vertical mains feel too large. You could make them smaller and add attack paths through there, since the only attack path is through the center right now.
ModeratorI am still alive, somehow
TL+ Member
SwedenTheKid
Profile Joined July 2014
567 Posts
Last Edited: 2014-12-07 04:37:36
December 07 2014 04:37 GMT
#2749

Yeah, If one tower falls the other one does as well. And yeah, the map isn't close to being done.
Casual Mapmaker
SwedenTheKid
Profile Joined July 2014
567 Posts
December 09 2014 03:15 GMT
#2750
Ok, any final thoughts?
[image loading]
+ Show Spoiler +
[image loading]
Casual Mapmaker
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
December 09 2014 07:28 GMT
#2751
I dislike the natural entrance (ZvZ, you know, or even ZvT), but apart from that I really like it, I like how whatever expansion path you choose for your fourth, it forces you to spread out because your nat or third is far away. Also some of your mineral placements (backdoor base) look unstandard/unefficient, and the main looks a bit too big to my taste.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
SwedenTheKid
Profile Joined July 2014
567 Posts
December 09 2014 07:51 GMT
#2752
Ugh, yeah. I forgot to redo to mineral lines. Probably should just copy-paste some from blizzard maps. Map bounds is 144x144 so the mains might look bigger than they really are. I also disfavor larger mains. Any maps I could reference for making the nat entrance preferable? Otherwise I don't see to much reason to redo it. Anyways thanks for the feedback.
Casual Mapmaker
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2014-12-09 08:45:21
December 09 2014 08:43 GMT
#2753
On December 09 2014 16:51 SwedenTheKid wrote:
Ugh, yeah. I forgot to redo to mineral lines. Probably should just copy-paste some from blizzard maps. Map bounds is 144x144 so the mains might look bigger than they really are. I also disfavor larger mains. Any maps I could reference for making the nat entrance preferable? Otherwise I don't see to much reason to redo it. Anyways thanks for the feedback.

Actually community maps (at least from the most experienced mapmakers) tend to be better about gas efficiency than blizzard maps I think. Blizzard likes to use one particular resource formation that causes one of the geysers to be quite inefficient.
vibeo gane,
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
December 09 2014 19:17 GMT
#2754
On December 09 2014 16:51 SwedenTheKid wrote:
Ugh, yeah. I forgot to redo to mineral lines. Probably should just copy-paste some from blizzard maps. Map bounds is 144x144 so the mains might look bigger than they really are. I also disfavor larger mains. Any maps I could reference for making the nat entrance preferable? Otherwise I don't see to much reason to redo it. Anyways thanks for the feedback.

I don't have any specific map in mind, but any map with a nat choke that is close enough to be covered by the natural hatchery's creep is a good example.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Xenotolerance
Profile Joined November 2012
United States464 Posts
December 09 2014 22:16 GMT
#2755
Update
[image loading]

Many screenshots of texturing in progress:
+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]
www.alonetone.com/xenotolerance
SwedenTheKid
Profile Joined July 2014
567 Posts
December 10 2014 00:15 GMT
#2756
@xeno
Like the textures. I assume the map isn't cross spawns. If it was it would be quite big.
Casual Mapmaker
SwedenTheKid
Profile Joined July 2014
567 Posts
Last Edited: 2014-12-10 02:13:51
December 10 2014 02:12 GMT
#2757
Redoing the textures. Other version was just to strange to play on. Thoughts?
[image loading]
Edit- No blending yet of course.
Casual Mapmaker
Xenotolerance
Profile Joined November 2012
United States464 Posts
December 10 2014 03:51 GMT
#2758
On December 10 2014 09:15 SwedenTheKid wrote:
@xeno
Like the textures. I assume the map isn't cross spawns. If it was it would be quite big.

It's all spawns. Cross distance is big but not too big, about 47 seconds nat to nat. Map is 156x156, Nimbus sized.

As for your new one, I loove figure 8 / backdoor base layouts. The back door collapsible tower is a great idea and I'm interested to see how it plays. Other stuff, the back door base is kind of an odd shape. I recommend making that a 4-wide ramp with two rocks on it, and bringing the ramp a bit closer to the base so there's a wider space for defense. The top right generally needs refining - right now there's no particular reason to take an army into that huge open space, since the space doesn't help you defend or attack and the watchtower doesn't really see anything aside from said open space. Maybe switch the rocked ramp with the pod, make it a 3-wide ramp, and make that colossal ramp a bit smaller. Plus the non-standard mineral lines probably should just be standard, there's not really any reason to have them be non standard there.

Textures look good. I'm excited to see where it goes!
www.alonetone.com/xenotolerance
Coppermantis
Profile Joined June 2012
United States845 Posts
December 10 2014 04:27 GMT
#2759
On December 10 2014 11:12 SwedenTheKid wrote:
Redoing the textures. Other version was just to strange to play on. Thoughts?
[image loading]
Edit- No blending yet of course.


I quite like these new textures. Even without blending, it looks very nice.
SwedenTheKid
Profile Joined July 2014
567 Posts
December 10 2014 04:44 GMT
#2760
[image loading]
[image loading]
Will probably lower foliage levels later. Its just for the Art Thread right now.
Casual Mapmaker
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