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Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin |
Texturrres
![[image loading]](http://i.imgur.com/QiMo6uR.png)
The purple shakuras stuff has got to go. Maybe cracked ice or cracked dirt instead.
I made the forward 3rds slightly more choked by putting the XNT on low ground and scooching the big center ramps a bit closer to that base. Also the low-ground path around that base is slightly smaller.
update: I found the crystals
![[image loading]](http://i.imgur.com/J42pELJ.png)
this is actually somewhat toned down. I had to reduce many crystals and rocks to make room for low-flying medivacs.
I think this is just about 1.0 ready. It plays nicely and the theory craft is pretty solid. open to thoughts
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![[image loading]](http://i.gyazo.com/a3941dce6221e008f62db4e98270996a.jpg) 188x196 Playable Bounds 55 Sec Main to Main. Black terrain is unpathable. None of the ramps are cardinal, I 45'd the map for the screenshot. Also XNT have been taken out since.
![[image loading]](http://i.gyazo.com/7e5b95f8a95a69b0ddc8882aaf583371.jpg) 204x148 Playable Bounds 65 Sec Main to Main High ground pods at 10 and 4 are going to be bases.
Thoughts, suggestions?
Edit: @Xeno: I like the way it developed into a 'whirl'. I'll try it out when it's public.
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@Xeno : I like how it evolved @Jared : I don't get the concept of the first one. The second one looks really cool however.
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@Otherworld: I have no words to explain the first version of this map :p
![[image loading]](http://i.gyazo.com/c468148ff82c344aa78a3e7d35b888fc.jpg)
* The idea is to not force cross spawns.
If you spawn side x side the rush is 35 sec I put some doodads at the top of the main ramp so you can wall with 2 structures.
Happy New Years to TL community!
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WIP
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On January 01 2015 09:02 JaredStarr wrote:@Otherworld: I have no words to explain the first version of this map :p ![[image loading]](http://i.gyazo.com/c468148ff82c344aa78a3e7d35b888fc.jpg) * The idea is to not force cross spawns.
Too bad, this version needs to be cross spawns only
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x spawn or non vertical imo
with the second version its vastly cooler maybe will work
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![[image loading]](http://i.imgur.com/SFQVvuH.jpg) Thoughts? @Meavis 3rd base seems hard to take and middle is weird with the gold bases imo. Idk, just looks like the base layout will be quite linear.
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STK how big is that map? The first four bases have a good flow, and I appreciate the half gold base up front. The forward low ground base seems kinda awkward, which is why I ask how big it is. It might flow better with just the other 10 bases.
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I was thinking the same thing. Its about 152x135 I think, but I will have to double check 152x148*
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![[image loading]](http://i.imgur.com/kJ8T1fl.jpg) 152x148
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@Meavis: I really like the concept, the middle seems pretty hectic with some work you might be able to make it work out. Way too many debris imo too.
@Riski: Beautiful. I like how the expansions can be taken in either direction offering 2 maps in one.
![[image loading]](http://i.gyazo.com/1743b26e47fe27647578af253e9b4d47.jpg)
188x196 Playable
Main to Main ramp rush times: 35 Seconds adjacent (either direction) 50 Seconds cross-spawn
@algue: Why it wouldn't work would be a lot more useful.
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it would never work with close ground spawns. As for vertical spawns, Natural would be way to close by ground as well as to open, with the player only needing to defend 2 routs while holding 3 bases. Horizontal spawns= very close 3rds and only one viable attack rout. Its also quite confusing. Some areas are very out of proportion, like the natural and 3rd. I do think you could make something out of it though. Maybe try rotating the map to get rid of airspace, while also making it smaller.
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On January 04 2015 13:38 SwedenTheKid wrote:![[image loading]](http://i.imgur.com/kJ8T1fl.jpg) 152x148 Sorry to bump this without a good reason, but do you guys think blink all-ins will be a problem on this map while taking a 3rd? Assuming that the vertical main-side bases are 5ths.
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@JaredStarr : use imgur please. Gyazo sucks.
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Would love feedback on this
Akilon Oasis (Modification of Akilon Wastes) Goal: Make Swarmhost/Mech Turtle/General Turtling less of an issue on the map while retaining a macro focus and the other elements that made the map fun.
Click images to view them fully
Map Overview: + Show Spoiler +
Comparison of Third (Only area significantly changed aside from tile-set change) + Show Spoiler +
Msc. Images + Show Spoiler +
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I'll be playing around with the previous one I posted (rotating, sizing etc.) but I'm going to switch my focus to try to get this one complete next.
![[image loading]](http://i.gyazo.com/1224f2aadf33aaefc2cadd0482df621b.jpg)
It's hard to tell from the screenshot but 4 & 10 O'clock is high yield and triple gas. Overboard? It used to be 3 gas regular minerals. Also took out the ramp and it's just a cliff into the third. 1 Gas in the free Nat to promote getting out of your base.
@STK: I typically give stalkers the same amount of room as reapers get to get into the main. I find much more then that and it becomes a problem.
Features: + Show Spoiler +
Edit: Oh and comments about the cardinal ramp in main ... I'm kinda on the fence about that, it's not really proper but it's not in the way in any way.
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I think you need to calm down on map size and how much ideas you put in a single map
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