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Work In Progress Melee Maps - Page 139

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
December 10 2014 04:54 GMT
#2761
@Xeno
Didn't see your feedback for my map. Will see if I can make the changes soon enough. Anyways, good luck on your map.
Casual Mapmaker
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
December 10 2014 07:10 GMT
#2762
On December 10 2014 13:44 SwedenTheKid wrote:
[image loading]
[image loading]
Will probably lower foliage levels later. Its just for the Art Thread right now.

I looks like a really nice map now, good job
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 10 2014 07:58 GMT
#2763
Tack! still have a few minor changes to the free natural, as well as probably a major change to the top right quadrant, but the map is pretty close to being ready to publish. How are your feelings on the contrast between the shakuras cliffs and the space platform tiles? I personally think it's pretty but I've gotten some negative feedback.
Casual Mapmaker
IeZaeL
Profile Joined July 2012
Italy991 Posts
Last Edited: 2014-12-10 17:14:21
December 10 2014 17:14 GMT
#2764
Bored of working on lotv mod , made this , first thing that came in mind. 2in1 map
http://i.imgur.com/GAxAyWu.jpg
Author of Coda and Eastwatch.
Xenotolerance
Profile Joined November 2012
United States464 Posts
Last Edited: 2014-12-10 21:46:14
December 10 2014 21:45 GMT
#2765
STK I think the map is gorgeous, but I can see why you got some feedback saying the tiles don't look very good. The faded yellow color is kind of a mild clash with the green and purple-grey. You could always try just replacing the platform tiles with a stone type of texture with a similar, maybe browner color and see what you think. It wouldn't really change the look of the map but it might clash less with the other textures - all that said, I still think it looks great, and in-game where it really counts I imagine it would look even better.

Maestro leZaeL I think your layout is solid. The 2-in-1 flows well in both positions, and the island as a choice of 3rd is nice too. I want to ask, since it's one of the main things I point out when I give feedback: Why do you use horizontal ramps outside the 3 and 7 o'clock naturals? To my eye it looks like it might work as well or better to turn them so they face the 3rd, but then I haven't won TLMC.
www.alonetone.com/xenotolerance
SwedenTheKid
Profile Joined July 2014
567 Posts
December 10 2014 22:19 GMT
#2766
I'm pretty sure there are more than a few texture set versions of those tiles. I can probably find a more grey/purple shaded version. If not I can edit the texture directly. But I do want to keep it, seeing that the theme is a temple/modern mix.
Casual Mapmaker
SwedenTheKid
Profile Joined July 2014
567 Posts
December 11 2014 03:17 GMT
#2767
Still got to make sure everything works well in-game. Last thoughts?[image loading][image loading]
Casual Mapmaker
SwedenTheKid
Profile Joined July 2014
567 Posts
December 11 2014 04:19 GMT
#2768
[image loading]
My new WIP. Thoughts?
Casual Mapmaker
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
December 11 2014 04:22 GMT
#2769
Generally, in a 3p map, you need to adjust the ramps so that they're balanced. The top right natural cardinal ramp is a lot trickier to wall than the other two.
Otherwise, I guess the map is ok, but small for 16 bases.
ModeratorI am still alive, somehow
TL+ Member
SwedenTheKid
Profile Joined July 2014
567 Posts
December 11 2014 04:36 GMT
#2770
I've always been able to add doodads and no-pathing to the edges of the cardinal ramps, and make them easy to wall off, and require the same amount of structures. Its full bounds are like 175x175, but its asymmetric, so playable bounds will be more like 152x152. Will push back (from the middle) the bases counterclockwise of the mains, since there is space and they are quite close to the non-forward 3rds.
Casual Mapmaker
IeZaeL
Profile Joined July 2012
Italy991 Posts
Last Edited: 2014-12-11 20:23:27
December 11 2014 20:22 GMT
#2771
Please tell me what is this because i dont really know. :p

http://i.imgur.com/Z3wEFJA.jpg
Mains are at 8/1 oclock if you were wondering
Author of Coda and Eastwatch.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
December 11 2014 20:28 GMT
#2772
On December 12 2014 05:22 IeZaeL wrote:
Please tell me what is this because i dont really know. :p

http://i.imgur.com/Z3wEFJA.jpg
Mains are at 8/1 oclock if you were wondering

Looks impossible to hold a lot of one base plays.
ModeratorI am still alive, somehow
TL+ Member
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
December 12 2014 00:35 GMT
#2773
On December 11 2014 12:17 SwedenTheKid wrote:
Still got to make sure everything works well in-game. Last thoughts?[image loading][image loading]


Feel free to disregard my opinion, but when i create a map i make sure the theme and art is somewhat logical.
Here, you are blending seemingly random metal platforms in a natural enviroment that also has protoss temple bridges, that just doesnt make a whole lot of sense to me
"Not you."
SwedenTheKid
Profile Joined July 2014
567 Posts
December 12 2014 00:52 GMT
#2774
Ehh. The original theme was a Terran and Protoss colony on shakuras, after the fall of Aiur. Seeing as how the Terrans and Protoss were often friendly to each other due to the Zerg threat and the UED invaders, I wanted to experiment with the theme of both races building safe havens in commune. But I totally see were your coming from. Then again, its way more realistic than, say, TestBug.
Casual Mapmaker
Xenotolerance
Profile Joined November 2012
United States464 Posts
December 12 2014 01:04 GMT
#2775
On December 12 2014 05:22 IeZaeL wrote:
Please tell me what is this because i dont really know. :p

http://i.imgur.com/Z3wEFJA.jpg
Mains are at 8/1 oclock if you were wondering


That's a map for SC2BW!
www.alonetone.com/xenotolerance
Pontius Pirate
Profile Blog Joined August 2013
United States1557 Posts
December 12 2014 03:51 GMT
#2776
Do we have to carry our maps to the point of a first draft (via map editor) to post in this thread, or can we post the idea we drew on a napkin while feeling inspired? Serious question.
"I had to close the door so my parents wouldn't judge me." - ZombieGrub during the ShitfaceTradeTV stream
SwedenTheKid
Profile Joined July 2014
567 Posts
Last Edited: 2014-12-12 03:56:44
December 12 2014 03:53 GMT
#2777
Yeah, lets see it
Edit- Unless its awful. In that case you could just re-draw it on a clean piece of paper or just make a sketch in-game.
Casual Mapmaker
Pontius Pirate
Profile Blog Joined August 2013
United States1557 Posts
December 12 2014 06:33 GMT
#2778
On December 12 2014 12:53 SwedenTheKid wrote:
Yeah, lets see it
Edit- Unless its awful. In that case you could just re-draw it on a clean piece of paper or just make a sketch in-game.

Excellent. I don't have access to a comp that can run the editor for a few more days, so I'll draw it out quick in paint or photoshop.
"I had to close the door so my parents wouldn't judge me." - ZombieGrub during the ShitfaceTradeTV stream
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
December 12 2014 07:26 GMT
#2779
On December 12 2014 12:51 Pontius Pirate wrote:
Do we have to carry our maps to the point of a first draft (via map editor) to post in this thread, or can we post the idea we drew on a napkin while feeling inspired? Serious question.

I don't think there are any rules as to what can and can't be posted as a WIP, so go ahead, I want to see it too
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 13 2014 03:26 GMT
#2780
[image loading]
Thoughts? I did my best to make sure the mineral lines were as balanced as possible. Cardinal ramps are easy to wall.
Casual Mapmaker
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