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Work In Progress Melee Maps - Page 140

Forum Index > SC2 Maps & Custom Games
Post a Reply
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Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
RFDaemoniac
Profile Joined September 2011
United States544 Posts
December 13 2014 10:48 GMT
#2781
@SwedenTheKid Like in a lot of rotational maps there are extreme imbalances in taking a 3rd. The lowground counter-clockwise third is incredibly hard to defend and much closer to your opponent than the high ground clockwise third.
moskonia
Profile Joined January 2011
Israel1448 Posts
December 13 2014 12:35 GMT
#2782
3rd bases are too close to each other to allow for macro games, probably.
SwedenTheKid
Profile Joined July 2014
567 Posts
December 14 2014 04:51 GMT
#2783
[image loading]
Worth working with or just scrap?
Casual Mapmaker
moskonia
Profile Joined January 2011
Israel1448 Posts
December 14 2014 10:24 GMT
#2784
What are the playable bounds? It feels so small for a 3 player map. Catallena is 164x164. and Merry Go Round is 160x166, and they are both not considered to be big maps compared to 2 and 4 player maps..
SwedenTheKid
Profile Joined July 2014
567 Posts
December 14 2014 10:31 GMT
#2785
Like 160x160, but I would have to check for exact value
Casual Mapmaker
JaredStarr
Profile Joined June 2013
Canada115 Posts
Last Edited: 2014-12-15 19:09:45
December 15 2014 18:54 GMT
#2786
"JS Anxiety Arena"

Probably going to be adding a path from the Natural to the base near the edge of the map. Put a ramp in the 'red' space to have it wrap around with rocks.

Top View:
+ Show Spoiler +
[image loading]


Main, Nat and Third:
+ Show Spoiler +
[image loading]


Center Choke and Xel'Naga's:
+ Show Spoiler +
[image loading]
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
December 15 2014 19:06 GMT
#2787
Main is literally Blink City (and looks too small as well), there is no need for four bases in such a small space (just remove the base just beneath the natural ramp tbh - but then you need to add a viable fourth) and it looks like you can siege the main mineral line from the low-ground, which will probably prove to be a heavily broken feature. I like what you did with the natural though, having the wall choke not directly at the top of the ramp. Overall the proportions don't look too off, maybe the map is a bit big?
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Mahavishnu
Profile Joined August 2010
Canada396 Posts
December 15 2014 19:27 GMT
#2788
+ Show Spoiler +
[image loading]


My suggestions based on my thoughts and OtherWorld's....

everything is gravity
JaredStarr
Profile Joined June 2013
Canada115 Posts
December 15 2014 19:30 GMT
#2789
This was an obvious tweak, will update the map.

If anyone can get some plays on it, let me know how it plays out that would be awesome.

+ Show Spoiler +
[image loading]
SwedenTheKid
Profile Joined July 2014
567 Posts
December 16 2014 04:15 GMT
#2790
[image loading]
Bounds 184x184
Casual Mapmaker
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
December 16 2014 04:22 GMT
#2791
If you spawn counterclockwise you pretty much have to take a forward third, whereas the other player can protect his third really easily.
Moderatorshe/her
TL+ Member
SwedenTheKid
Profile Joined July 2014
567 Posts
December 16 2014 04:53 GMT
#2792
[image loading]
Better? counterclockwise also gets a ramp to defend.
Casual Mapmaker
JaredStarr
Profile Joined June 2013
Canada115 Posts
December 16 2014 07:06 GMT
#2793
[image loading]
Spent the day testing and fixing. I considered removing one of the low ground thirds but I can't quite justify it yet.

(* Extra path to Nat)
* Backdoor cliffs now require you to destroy debris prior to jumping up the cliffs.
* Removed space behind mineral line that could be sieged.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
December 16 2014 07:40 GMT
#2794
@SwedenTheKid: you can move the counterclockwise 3rds closer to the mains - they don't have to be so far away that blink is literally impossible at all points. This will help increase the distance between the forward 3rds.
vibeo gane,
JaredStarr
Profile Joined June 2013
Canada115 Posts
Last Edited: 2014-12-16 20:23:58
December 16 2014 20:19 GMT
#2795
[image loading]

Made the main not so blink friendly.

** You can still get into the main in a single blink from one section of the backdoor cliff which will likely need to be fixed to at least require 2 blinks without destroying debris.
** Also will be pulling the borders in behind the main to close out the dead airspace.

Extra Info

Bounds: 192x224
Main to Main: 58 Seconds
Nat to Nat (Choke above ramp): 50 Seconds
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
December 16 2014 20:25 GMT
#2796
192x224? That is actually huge, are you sure those are the correct distances?
Moderatorshe/her
TL+ Member
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
December 16 2014 20:45 GMT
#2797
How do you manage to get 50 seconds of nat-nat with 192x224? d:
And the very close third still feels unnecessary to me
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
JaredStarr
Profile Joined June 2013
Canada115 Posts
December 16 2014 21:22 GMT
#2798
[image loading]

It is a pretty big map forsure. I got the fast rush time with the middle choke point.

@Otherworld: You gotta try it out, the third at the nat ramp isn't as easy as it comes off. I've only got play time in with silver-plat players though so It's not out of the question to take it out.
Xenotolerance
Profile Joined November 2012
United States464 Posts
December 16 2014 22:29 GMT
#2799
new one, rough layout. inspired by king sejong station. open to ideas
[image loading]
136x156
nat to nat 54 seconds
www.alonetone.com/xenotolerance
SwedenTheKid
Profile Joined July 2014
567 Posts
Last Edited: 2014-12-17 05:12:19
December 17 2014 04:15 GMT
#2800
[image loading]
Thoughts?
Casual Mapmaker
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