Work In Progress Melee Maps - Page 145
Forum Index > SC2 Maps & Custom Games |
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin | ||
algue
France1436 Posts
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JaredStarr
Canada115 Posts
Picture of update: + Show Spoiler + ![]() Would prefer not to increase map bounds, but if there's no way around it so be it. SwedenTheKid's WIP: Carry over from previous page ![]() @STK: I would make the map mirror vertical and horizontal separately, gives the map more diversity. | ||
algue
France1436 Posts
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JaredStarr
Canada115 Posts
Edit: Blink shouldn't be a problem anymore though? Main is okay for size? Once I know all that kinda stuff is okay I'll make it look good, down there is unpathable + Show Spoiler + ![]() | ||
algue
France1436 Posts
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JaredStarr
Canada115 Posts
This is where I think you're talking about: + Show Spoiler + ![]() | ||
SwedenTheKid
567 Posts
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Xenotolerance
United States464 Posts
update, same concept but rebuilt 132x148 rush 39.1 ![]() previous, 136x144 35.1 ![]() .... I think the I like the old version, if tweaked, better... QQ. not sure where to take this | ||
JaredStarr
Canada115 Posts
Xeno: I like the old version better too. One small tweak I can suggest is making it so toss player can't blink across the trench in the centre. I can see that giving them an advantage while holding the centre. | ||
Meavis
Netherlands1300 Posts
![]() or ![]() | ||
SwedenTheKid
567 Posts
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RFDaemoniac
United States544 Posts
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JaredStarr
Canada115 Posts
![]() * Pulled the low ground bases a little bit counter clockwise * Changed up the main/nat setup. + Show Spoiler + ![]() Meavis: I like the first one. Those lines are pretty cool in the second - maybe use them to draw attention to a point of interest. | ||
TheFish7
United States2824 Posts
JaredStarr - I am concerned about the distance to take any possible 3rd base | ||
OtherWorld
France17333 Posts
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Antares777
United States1971 Posts
![]() 128 x 128 I'm starting to get back into mapmaking and was wondering what people think of this design. Is the third too easy to defend? Does it encourage split-map scenarios and stalemates too much? Is the center too narrow or too open? Is the map too small? | ||
OtherWorld
France17333 Posts
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Antares777
United States1971 Posts
On January 18 2015 03:56 OtherWorld wrote: I'd say the third is good, the proportions of the chokes being roughly those of Overgrowth. The openness of the middle seems good too. However I dislike the layout, because there is no choice of thirds and the expansion pattern is very rigid ; you have no choice of fourth/fifth either. Yes it encourages split map too much, and the size seems OK to me, maybe a bit small. Any suggestions to make split map scenarios less common? I could open a small low ground path from the final expansion to the low ground middle towards the opposite natural, but I don't think it would do much other than make harassment easier. Other than that, I could widen some of the ramps or try to somehow push one of the expansions closer to the center, but I'm not sure how I would do that without messing with the layout too much. I really want to keep the map size, so I may have to change the middle depending on rush distances. Even though the map can easily be split in half, I can't say for sure that it will be a macro map since the size is so small. I'm hoping that these features cancel each other out. I think maps that lean closer towards circle syndrome should be larger, and maps that have fixed expansion layouts should be relatively smaller. | ||
JaredStarr
Canada115 Posts
On January 17 2015 12:06 TheFish7 wrote: JaredStarr - I am concerned about the distance to take any possible 3rd base With the idea of the map not forcing cross spawns the obvious third would be towards the center and depending on where your opponent spawns would depend on how you would open/close your base with the cooling towers/debris. Distance between the nat and third is pretty close despite appearances. Main to third can be made very close by opening up the front main ramp and defending from either the third of in front of your main. | ||
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