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Work In Progress Melee Maps - Page 145

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
algue
Profile Joined July 2011
France1436 Posts
January 14 2015 10:26 GMT
#2881
@SwedenTheKid : make sure the map is splitty and that mech/SH/colossus+tempest works well and name the map "split the red sea".
rly ?
JaredStarr
Profile Joined June 2013
Canada115 Posts
Last Edited: 2015-01-14 17:14:32
January 14 2015 17:11 GMT
#2882
Tried to make the main less blink friendly. The main is kind of small as a result buuut knocking down one of the cooling towers (depending on where your opponent is or where you want to expand to) makes holding the first three bases pretty comfortable. Building your base out doesn't feel as risky. Thoughts?

Picture of update:
+ Show Spoiler +
[image loading]


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
[image loading]
@STK: I would make the map mirror vertical and horizontal separately, gives the map more diversity.
algue
Profile Joined July 2011
France1436 Posts
January 14 2015 17:25 GMT
#2883
JaredStarr : Straight cliffs look bad. You should look at some map using man made cliffs and try to reproduce their style.
rly ?
JaredStarr
Profile Joined June 2013
Canada115 Posts
Last Edited: 2015-01-14 18:32:26
January 14 2015 18:01 GMT
#2884
I'm not worried about cosmestics atm, i'll make it look pretty once I know terraining works.

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 +
[image loading]
algue
Profile Joined July 2011
France1436 Posts
January 14 2015 19:46 GMT
#2885
The way you design your cliffs isn't cosmetics, it helps you to get the right proportion for your maps. If you think about your cliffing style once you gave its final shape to the map, you are going to run in a lot of problems.
rly ?
JaredStarr
Profile Joined June 2013
Canada115 Posts
January 14 2015 20:25 GMT
#2886
The only natural cliff near the main isn't pathable so the final design in this space won't effect the map. If that's not where you're referring to I'll need you to explain further.

This is where I think you're talking about:
+ Show Spoiler +
[image loading]
SwedenTheKid
Profile Joined July 2014
567 Posts
January 14 2015 21:10 GMT
#2887
Thanks for feedback guys. I will try to change the map to fit Star Station symmetry, as advised. Will work better.
Casual Mapmaker
SwedenTheKid
Profile Joined July 2014
567 Posts
January 16 2015 03:02 GMT
#2888
[image loading]
So, latest version. Getting close to done.
Casual Mapmaker
Xenotolerance
Profile Joined November 2012
United States464 Posts
Last Edited: 2015-01-16 05:01:05
January 16 2015 04:42 GMT
#2889
That's a great look!

update, same concept but rebuilt

132x148 rush 39.1
[image loading]

previous, 136x144 35.1
[image loading]

.... I think the I like the old version, if tweaked, better... QQ. not sure where to take this
www.alonetone.com/xenotolerance
JaredStarr
Profile Joined June 2013
Canada115 Posts
January 16 2015 15:05 GMT
#2890
Stk: Texturing looks awesome, makes everything pop.

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
Profile Blog Joined September 2011
Netherlands1300 Posts
January 16 2015 22:21 GMT
#2891
alright, looking for feedback for which art style I will be using
[image loading]
or
[image loading]
"Not you."
SwedenTheKid
Profile Joined July 2014
567 Posts
January 16 2015 22:54 GMT
#2892
It's really personal preferance. While the 2nd one looks more natural, I really like the 1st. Maybe use both styles?
Casual Mapmaker
RFDaemoniac
Profile Joined September 2011
United States544 Posts
January 16 2015 23:18 GMT
#2893
I think the 1st one looks cleaner, and more interesting. Side note I like the parallel lines of different length in the 2nd one, if they were evenly spaced. You could try using them in places to decorate.
JaredStarr
Profile Joined June 2013
Canada115 Posts
January 17 2015 02:31 GMT
#2894
[image loading]

* Pulled the low ground bases a little bit counter clockwise
* Changed up the main/nat setup.
+ Show Spoiler +
[image loading]


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
Profile Blog Joined February 2012
United States2824 Posts
January 17 2015 03:06 GMT
#2895
Meavis - what do you think about trying the first one, but having the orange line doodads be a softer color, like a blue, grey, or purple?

JaredStarr - I am concerned about the distance to take any possible 3rd base
~ ~ <°)))><~ ~ ~
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
January 17 2015 09:00 GMT
#2896
Meavis : Honestly the first one feels Foxtrot-y to me, so I'd say the second one is better
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2015-01-17 17:43:26
January 17 2015 17:39 GMT
#2897
[image loading]

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
Profile Blog Joined October 2013
France17333 Posts
January 17 2015 18:56 GMT
#2898
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.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Antares777
Profile Joined June 2010
United States1971 Posts
January 17 2015 19:28 GMT
#2899
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
Profile Joined June 2013
Canada115 Posts
Last Edited: 2015-01-17 19:52:24
January 17 2015 19:51 GMT
#2900
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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