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Work In Progress Melee Maps - Page 141

Forum Index > SC2 Maps & Custom Games
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Prev 1 139 140 141 142 143 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
December 17 2014 07:19 GMT
#2801
I don't like how you are pretty much forced to take your third forward. Would lead to some very imba TvZ imo.
@Xeno : too much bases imo. And I don't like the backdoor high-ground third. I think a third base should be balanced according to numerous factors, like the openness, the distance from the natural and main, the amount of army movement needed to defend the third and the natural, etc. Here you have a backdoor third (-> really easy to take) which is on the high-ground (->more difficult to attack), is not open at all (even with the rocks down, the rocked up ramp is pretty narrow) and is very close to the natural.
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 18 2014 00:26 GMT
#2802
@OtherWorld
Do you think there is a way to make the map work then? Or does that factor simply make the map bad? What if I added an in-base expansion with unbuildable rocks blocking core structure placement? Overkill? Anyways thanks for feedback.
Casual Mapmaker
SwedenTheKid
Profile Joined July 2014
567 Posts
December 18 2014 01:04 GMT
#2803
Just a sketch [image loading]
Casual Mapmaker
Xenotolerance
Profile Joined November 2012
United States464 Posts
December 18 2014 04:35 GMT
#2804
@OtherWorld - the 3rd is very easy, and that's by design. The idea that started this map was literally 'what if the backdoor rocks on King Sejong were blocking the forward 3rd instead of the natural?' I made it high ground so it wouldn't be broken vs protoss e.g. warping in behind the natural, but as you point out that also makes it very hard to attack into. Anyway, as you can see I've tried making it low, along with other major restructuring
[image loading]
now 132x132, nat to nat is 43 seconds

I'm not thrilled with the attack paths. I also should remove the extra space behind the 4 and 10 o'clock bases to make the now-low-3rd less easily harassed. open to ideas
www.alonetone.com/xenotolerance
JaredStarr
Profile Joined June 2013
Canada115 Posts
Last Edited: 2014-12-18 15:34:05
December 18 2014 04:52 GMT
#2805
@Xeno: The first think that comes to my mind is to lower all the middle ground and mirror a couple of the ramps.

+ Show Spoiler +
[image loading]


Edit: Just a suggestion to help get ideas flowing.
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
December 18 2014 07:23 GMT
#2806
@Sweden : No I think there's a way to make the map work, just make it so you can reasonably take the 12/4/7 o'clock bases as a third. You'd need to rework the way the low-ground bases next to them is placed though, to avoid a too easy to take fourth. As for the inbase expansion, I'm really not a fan of them in most cases.
@Xeno : tbh the terrain in the middle was fine, this high-ground with a low-ground attack path in betweem feels a bit strange. I liked the 12/6 o'clock bases on the old version too. The third is definitely better as a low-ground base though.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
December 19 2014 17:00 GMT
#2807
[image loading]
Size is 144x160. Thoughts?
Moderatorshe/her
TL+ Member
algue
Profile Joined July 2011
France1436 Posts
Last Edited: 2014-12-19 17:22:30
December 19 2014 17:21 GMT
#2808
On December 18 2014 13:35 Xenotolerance wrote:
@OtherWorld - the 3rd is very easy, and that's by design. The idea that started this map was literally 'what if the backdoor rocks on King Sejong were blocking the forward 3rd instead of the natural?' I made it high ground so it wouldn't be broken vs protoss e.g. warping in behind the natural, but as you point out that also makes it very hard to attack into. Anyway, as you can see I've tried making it low, along with other major restructuring
[image loading]
now 132x132, nat to nat is 43 seconds

I'm not thrilled with the attack paths. I also should remove the extra space behind the 4 and 10 o'clock bases to make the now-low-3rd less easily harassed. open to ideas


It's really hard to produce a decent hourglass map. I really don't see how you could make the middle more interesting atm because the natural takes too much space with the gap behind it. Do you really want to make a hourglass map or couldn't you just make a more standard natural ?
rly ?
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
December 19 2014 17:22 GMT
#2809
As a Zerg I dislike this natural setup. Other than that it feels a bit messy, too much unnecessary high-ground pods, and the corner bases feel strange to me.
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 19 2014 18:02 GMT
#2810
On December 20 2014 02:21 algue wrote:
Show nested quote +
On December 18 2014 13:35 Xenotolerance wrote:
@OtherWorld - the 3rd is very easy, and that's by design. The idea that started this map was literally 'what if the backdoor rocks on King Sejong were blocking the forward 3rd instead of the natural?' I made it high ground so it wouldn't be broken vs protoss e.g. warping in behind the natural, but as you point out that also makes it very hard to attack into. Anyway, as you can see I've tried making it low, along with other major restructuring
[image loading]
now 132x132, nat to nat is 43 seconds

I'm not thrilled with the attack paths. I also should remove the extra space behind the 4 and 10 o'clock bases to make the now-low-3rd less easily harassed. open to ideas


It's really hard to produce a decent hourglass map. I really don't see how you could make the middle more interesting atm because the natural takes too much space with the gap behind it. Do you really want to make a hourglass map or couldn't you just make a more standard natural ?


This concept is all about that hourglass layout, so I'm trying some ideas to make the middle work. Maybe it's just too small? Having just a few more units would make it much easier to work with I think. The first version was taller and had a much more interesting middle because it had just that much more space. Will return later...
www.alonetone.com/xenotolerance
JaredStarr
Profile Joined June 2013
Canada115 Posts
Last Edited: 2014-12-20 01:52:38
December 20 2014 01:48 GMT
#2811
I'm kind of settling down to this layout.

[image loading]

Zoomed in:
+ Show Spoiler +
[image loading]


** Changed the forward third to a 4 High Yield Minerals and 2 High Yield Geysers
** Went with the suggestion to put a base in the open raised terrain beside the obvious third.
** Thinking of changing center bases to no longer be high yield.

I'm not sure how the forward (high yield) base will work out. I'm trying hard to keep something there just because it forced the players to be more engaging which led to more exciting games. Overall I'm liking the way the metagame looks with the players taking bases in a ccw direction. I have yet to test it out but I think it looks more promising ...

Edit: Updates have been published to b.net
skdeimos
Profile Joined May 2013
Canada155 Posts
Last Edited: 2014-12-20 02:26:03
December 20 2014 02:24 GMT
#2812
Most recent WIP:

[image loading]

Thoughts?
JaredStarr
Profile Joined June 2013
Canada115 Posts
December 20 2014 19:14 GMT
#2813
Looks like you could easily warp in tons of units into the backdoor natural.

The center of the map looks pretty cool for engagements and is nice on the eyes. Personally I would open up the wall separating the main from the center and remove the main ramp, it would force the players to engage in the cool looking center of the map a lot more. You would have to tweak the raised natural, maybe add destructible to increase rush time and probably a few more things but it's not something you see too often anymore.

My drawing:
+ Show Spoiler +
[image loading]
skdeimos
Profile Joined May 2013
Canada155 Posts
Last Edited: 2014-12-20 19:56:27
December 20 2014 19:55 GMT
#2814
I dunno about that. You can't warp in units to the backdoor natural since pylons on lowground don't power highground as of HotS. Anyway, the main goal of the map is to offer expansion order choices, so from that perspective I'm not a huge fan of your idea. It would fuck with the expansion flow and make the far left/right sides of the map pointless. I experimented a lot with having the main ramp in different places, this ended up being the one with the most dynamic expansion pattern. Thank you for offering your opinion though, I appreciate the feedback
JaredStarr
Profile Joined June 2013
Canada115 Posts
Last Edited: 2014-12-20 20:22:55
December 20 2014 20:22 GMT
#2815
Like I said it would need tweaking if that was done - I understand the direction you want to take the map in but don't be afraid to indulge in the map. But with that said, it is just a suggestion.

Right behind the raised 'freebee' mineral line looks like 3rd tier terrain beside 3rd tier terrain, that's where I was talking about.
Riski
Profile Joined October 2014
France15 Posts
December 21 2014 00:23 GMT
#2816
I'm wondering if this kind of expansion setup could work... :

+ Show Spoiler +
[image loading]



Also, here is the layout (145x160, nat to nat is 49sec) :

+ Show Spoiler +
[image loading]


And theme :

+ Show Spoiler +

[image loading]


I'll take feedback on everything :D
Xenotolerance
Profile Joined November 2012
United States464 Posts
December 21 2014 04:06 GMT
#2817
I'd be worried about walling off in time to stop a 10-pool.
www.alonetone.com/xenotolerance
skdeimos
Profile Joined May 2013
Canada155 Posts
December 21 2014 06:40 GMT
#2818
Ahh, I see what you mean Jared. Good point, I'll look into that, thank you.
JaredStarr
Profile Joined June 2013
Canada115 Posts
December 22 2014 17:17 GMT
#2819
On December 21 2014 09:23 Riski wrote:
I'm wondering if this kind of expansion setup could work... :

+ Show Spoiler +
[image loading]



Also, here is the layout (145x160, nat to nat is 49sec) :

+ Show Spoiler +
[image loading]


And theme :

+ Show Spoiler +

[image loading]


I'll take feedback on everything :D

If you throw down destructible debris beside the cooling tower it might work out.

The 3 and 9 bases and their connecting bases look kinda weird. The map also feels a little choked out in a couple spots. Be aware, forcing the players to go through one area to cross the map is difficult to make it work fairly but if you can make it work then do it.

The theme looks wicked. I would love to see the map get completed just to see the themes end result :p
Big J
Profile Joined March 2011
Austria16289 Posts
December 23 2014 01:04 GMT
#2820
On December 21 2014 13:06 Xenotolerance wrote:
I'd be worried about walling off in time to stop a 10-pool.


I think all races can get by without a finished wall against a 10pool. Protoss gateway expands often go without a wall, Terran reaper expands don't have the wall up when 10pool arrives and I'm not sure emergency walling is needed. Though given that you may lose the depot at the front, it may be just clever to not start the wall at the ramp and just do a reaper+scout, then take the natural and break down the rocks with 2marines from the reactor after 1reaper and successively wall the ramp with depots/bunker. Given how super-bulletproof the main-natural setup is once the rocks are down, I wouldn't be surprised if the setup would work in P&T's favor against Zerg.
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