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Work In Progress Melee Maps - Page 143

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
Xenotolerance
Profile Joined November 2012
United States464 Posts
Last Edited: 2014-12-30 04:35:38
December 28 2014 23:28 GMT
#2841
Texturrres
[image loading]

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]

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
www.alonetone.com/xenotolerance
JaredStarr
Profile Joined June 2013
Canada115 Posts
Last Edited: 2014-12-31 03:34:38
December 30 2014 21:10 GMT
#2842
[image loading]
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]
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.
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
December 31 2014 07:08 GMT
#2843
@Xeno : I like how it evolved
@Jared : I don't get the concept of the first one. The second one looks really cool however.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
JaredStarr
Profile Joined June 2013
Canada115 Posts
Last Edited: 2015-01-02 04:20:48
January 01 2015 00:02 GMT
#2844
@Otherworld: I have no words to explain the first version of this map :p

[image loading]

* 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!
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
Last Edited: 2015-01-03 19:06:47
January 03 2015 19:06 GMT
#2845
[image loading]
"Not you."
Riski
Profile Joined October 2014
France15 Posts
January 03 2015 19:23 GMT
#2846
WIP

[image loading]
algue
Profile Joined July 2011
France1436 Posts
January 03 2015 21:04 GMT
#2847
On January 01 2015 09:02 JaredStarr wrote:
@Otherworld: I have no words to explain the first version of this map :p

[image loading]

* The idea is to not force cross spawns.


Too bad, this version needs to be cross spawns only
rly ?
Mahavishnu
Profile Joined August 2010
Canada396 Posts
Last Edited: 2015-01-03 22:07:41
January 03 2015 22:06 GMT
#2848
x spawn or non vertical imo

with the second version its vastly cooler maybe will work
everything is gravity
SwedenTheKid
Profile Joined July 2014
567 Posts
January 04 2015 00:49 GMT
#2849
[image loading]
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.
Casual Mapmaker
Xenotolerance
Profile Joined November 2012
United States464 Posts
January 04 2015 03:22 GMT
#2850
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.
www.alonetone.com/xenotolerance
SwedenTheKid
Profile Joined July 2014
567 Posts
Last Edited: 2015-01-04 04:16:10
January 04 2015 04:04 GMT
#2851
I was thinking the same thing. Its about 152x135 I think, but I will have to double check
152x148*
Casual Mapmaker
SwedenTheKid
Profile Joined July 2014
567 Posts
January 04 2015 04:38 GMT
#2852
[image loading]
152x148
Casual Mapmaker
JaredStarr
Profile Joined June 2013
Canada115 Posts
January 04 2015 21:14 GMT
#2853
@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]

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.
SwedenTheKid
Profile Joined July 2014
567 Posts
January 04 2015 22:09 GMT
#2854
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.
Casual Mapmaker
SwedenTheKid
Profile Joined July 2014
567 Posts
January 07 2015 02:47 GMT
#2855
On January 04 2015 13:38 SwedenTheKid wrote:
[image loading]
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.
Casual Mapmaker
algue
Profile Joined July 2011
France1436 Posts
January 07 2015 11:12 GMT
#2856
@JaredStarr : use imgur please. Gyazo sucks.
rly ?
IeZaeL
Profile Joined July 2012
Italy991 Posts
Last Edited: 2015-01-07 14:26:32
January 07 2015 14:25 GMT
#2857
[image loading]
Author of Coda and Eastwatch.
TheSkunk
Profile Joined September 2010
82 Posts
January 07 2015 15:02 GMT
#2858
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 +
[image loading]


Comparison of Third (Only area significantly changed aside from tile-set change)
+ Show Spoiler +
[image loading]
[image loading]


Msc. Images
+ Show Spoiler +
[image loading]
[image loading]
JaredStarr
Profile Joined June 2013
Canada115 Posts
Last Edited: 2015-01-07 17:08:25
January 07 2015 16:56 GMT
#2859
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]

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 +
[image loading]
[image loading]
[image loading]
[image loading]


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.
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
January 08 2015 21:27 GMT
#2860
I think you need to calm down on map size and how much ideas you put in a single map
"Not you."
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