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Work In Progress Melee Maps - Page 144

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
daboss9635
Profile Joined September 2014
Canada21 Posts
January 09 2015 01:18 GMT
#2861
Hey guys sorry for not uploading any changes to my map Sub-Station in a long time.
I think i've finally finished this map and am just about to make an official map thread of it.
Is there anything you guys think I should change about it before I upload it?

Thanks

-daboss

Here's the map:
+ Show Spoiler +
[image loading]


SwedenTheKid
Profile Joined July 2014
567 Posts
January 10 2015 00:57 GMT
#2862
It seems so very standard to me. If it were my map i would get rid of the unused airspace next to the main-side 3rd (those jungle areas) and make the 3rd there more innovative... some how. Don't really see what your going for with those lowground ramp areas near the center, but i cant see anything wrong with it. The natural-side 3rd seems hard to defend army-positioning wise, but is pretty close with the rocks down, so that could be fine. That, mixed with the corner bases beside the 3rd, present a lot of minerals and gas for a player with little army movement (I mean if you expand horizontally). If I were you I'd make the corner bases farther from the natural-side 3rds, while making use of the airspace near the main-side 3rds.
Just what I would do, but I'm no expert on map design.
Casual Mapmaker
SwedenTheKid
Profile Joined July 2014
567 Posts
January 10 2015 05:06 GMT
#2863
[image loading]
progress so far
Casual Mapmaker
daboss9635
Profile Joined September 2014
Canada21 Posts
January 10 2015 06:42 GMT
#2864
SwedenTheKid your map looks pretty cool so far. Although the 5th base may possibly be hard to defend. Blink stalkers and reapers may also be a bit of a problem. Aside from that keep up the good work!!

As to my map I definetly agree that I should make use of the dead space. ( I don't really have any ideas as to what I should do and that's why I put that jungle there in the first place) As to the bases needing to be spread apart, I definetly think that it will probably be a bit beneficial. I'm just not sure if it's needed as I have not done enough testing myself.

Thanks as always

-daboss



Ej_
Profile Blog Joined January 2013
47656 Posts
January 10 2015 09:32 GMT
#2865
[image loading]

what do you think?
"Technically the dictionary has zero authority on the meaning or words" - Rodya
SwedenTheKid
Profile Joined July 2014
567 Posts
January 10 2015 18:02 GMT
#2866
this will be quick because I'm late for a meeting but here are some basics.
Backdoor is hard to defend and leads to positional imbalance, and the map seems way to big to be cross-spawn.
Natural ramp is huge and also to hard to wall due to it being a cardinal ramp.
Did i mention the map being huge?
1st-4th bases seem to be in good order, ignoring positional imbalance.

My advice would be to make the map smaller by shrinking the natural and getting rid of the center area (redo it). The backdoor with 2 rocks is scaring me off. GL
Casual Mapmaker
Ej_
Profile Blog Joined January 2013
47656 Posts
Last Edited: 2015-01-10 18:56:08
January 10 2015 18:29 GMT
#2867
On January 11 2015 03:02 SwedenTheKid wrote:
this will be quick because I'm late for a meeting but here are some basics.
Backdoor is hard to defend and leads to positional imbalance, and the map seems way to big to be cross-spawn.
Natural ramp is huge and also to hard to wall due to it being a cardinal ramp.
Did i mention the map being huge?
1st-4th bases seem to be in good order, ignoring positional imbalance.

My advice would be to make the map smaller by shrinking the natural and getting rid of the center area (redo it). The backdoor with 2 rocks is scaring me off. GL

it's smaller than Whirlwind/Frost

the natural choke is 12 tiles - can be walled off with 3 gates+pylon+zealot

I'm concerded about the backdoor too, but looking for a way to make a 4p rotational map without mirrored 3rd bases
"Technically the dictionary has zero authority on the meaning or words" - Rodya
SwedenTheKid
Profile Joined July 2014
567 Posts
January 10 2015 21:34 GMT
#2868
Its smaller? Ok, thats good. Just remember to include bounds next time. As for the wall-off, cardinal ramps are very tricky to wall because they often leave one square on the grid open on either side, allowing small units to sneak through a wall that seems complete (see a previous page in this thread). You can either use doodads and no-pathing to deal with this or simply make it a standard ramp.
As a second note, l think the ramps at the 3rd are both quite large and changing the sizes could add flavor to the map.
Casual Mapmaker
SwedenTheKid
Profile Joined July 2014
567 Posts
Last Edited: 2015-01-11 02:02:43
January 11 2015 01:53 GMT
#2869
Should the hatchery's creep at the natural expansion always cover the natural's entrance?
Casual Mapmaker
SwedenTheKid
Profile Joined July 2014
567 Posts
January 11 2015 04:46 GMT
#2870
Thoughts before I make a thread?
[image loading]
Casual Mapmaker
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2015-01-11 07:12:21
January 11 2015 07:12 GMT
#2871
On January 11 2015 13:46 SwedenTheKid wrote:
Thoughts before I make a thread?
+ Show Spoiler +
[image loading]

The map overall feels really open, most areas are larger/wider than they need to be.
vibeo gane,
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
January 11 2015 08:05 GMT
#2872
On January 11 2015 10:53 SwedenTheKid wrote:
Should the hatchery's creep at the natural expansion always cover the natural's entrance?

Strangely enough, it is not considered as a standard feature of a map, while "ability to easily FFE" or "main on a higher level than the natural to prevent 4gate vs 4gate PvP" are. But honestly not making it so the hatch's creep covers the entrance is just achieving one thing, making ZvZ even worse than it is now, and does not add anything interesting to the map, so I'll answer yes to your question.
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: 2015-01-11 14:53:53
January 11 2015 13:22 GMT
#2873
Looks very bare, feel like you kinda rushing it out the door a little fast. Not the direction I expected you to take it with the tileset either, but I like the twist.

@Otherworld: I also find most T players whine when the ramp is too far away from the town center. The closer the ramp is to the tc the ballsier the player can be in their opening play.

Starting reworking the one I was going to rotate and downsize.
[image loading]
57 Seconds main to main ramp close spawn.
172x164 Playable
Light bridges pathable but not buildable.
Still finishing up the low ground.
SwedenTheKid
Profile Joined July 2014
567 Posts
January 11 2015 18:54 GMT
#2874
I have decided to redo part of the textures on my map as well as edit a few areas due to feedback, thanks everyone.
@JaredStarr
Players first 5 bases seem really close, Id say you should spread out the bases making use of the open low ground areas.
Casual Mapmaker
Xenotolerance
Profile Joined November 2012
United States464 Posts
January 12 2015 03:47 GMT
#2875
new one
[image loading]
136x144 nat to nat 35.1. nat choke is 11, but as you can see it's more like 5 unless the attacker goes all the way around by the 3rd. center with the xnt is 4 across.
www.alonetone.com/xenotolerance
SwedenTheKid
Profile Joined July 2014
567 Posts
January 12 2015 04:00 GMT
#2876
Texture by hand entire map. Once finished with last side relies you left the symmetry tool on >:L
Casual Mapmaker
Xenotolerance
Profile Joined November 2012
United States464 Posts
January 12 2015 04:04 GMT
#2877
On January 12 2015 13:00 SwedenTheKid wrote:
Texture by hand entire map. Once finished with last side relies you left the symmetry tool on >:L


nooo
www.alonetone.com/xenotolerance
JaredStarr
Profile Joined June 2013
Canada115 Posts
Last Edited: 2015-01-13 15:38:45
January 13 2015 15:38 GMT
#2878
Update: Finishing up the borders. Center of map is also unbuildable.
[image loading]

@Xeno: What do you have the debris for? I can see it promoting fast expansion, even then, you could probably leave them totally out.
algue
Profile Joined July 2011
France1436 Posts
Last Edited: 2015-01-13 15:54:48
January 13 2015 15:48 GMT
#2879
@Xenotolerance : The main can be closer to the third, you just need to make sure the defender needs less time to bounce between the main and the natural than the stalkers.

@JaredStarr : An open natural and a main very vunerable to blink stalker is rarely a good mix
rly ?
SwedenTheKid
Profile Joined July 2014
567 Posts
January 14 2015 02:00 GMT
#2880
[image loading]
My new WIP, if I get good feedback. Really playing with the idea of a highground next to a natural expo, as well as more bases. Thoughts? I assume it would have to be cross-spawn, with the way the 3rds are set up. Thinking about putting the middle bases on the lowground. idk at this point.
Casual Mapmaker
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