![[image loading]](http://i.imgur.com/T1L52xw.jpg)
From in-game testing: main to main is 70 seconds, nat to nat is 56 seconds.
![[image loading]](http://i.imgur.com/WYVsYu3.png)
Note the cliff/Reaper time is a bit skewed due to the rocks not being detected by the analyzer. The time should be a little longer.
Forum Index > SC2 Maps & Custom Games |
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin | ||
NinjaDuckBob
175 Posts
![]() From in-game testing: main to main is 70 seconds, nat to nat is 56 seconds. ![]() Note the cliff/Reaper time is a bit skewed due to the rocks not being detected by the analyzer. The time should be a little longer. | ||
Coppermantis
United States845 Posts
![]() Significantly reworked the main/nat/third design and the five/eleven o'clock regions I was so displeased with. I'm a lot happier with this one now. Still need to go in and adjust little things, like ensuring efficient resource placements, etc. Aesthetics WIP. | ||
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NinjaDuckBob
175 Posts
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JaredStarr
Canada115 Posts
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[AULFL]Khala
12 Posts
Size: 148x164 Thanks for the advices. That was totally the thing that I need. I added and removed some parts. I really liked the middle gold base thing so I am not planning to remove it completely. Still need advices ![]() ![]() ![]() | ||
OtherWorld
France17333 Posts
-The natural's ramp should be in range of Photon Overcharge/creep from the natural hatch -The main ramp shouldn't be that far from the natural -Usually the naturals are orientated so that there no high ground behind them, but airspace (critical for ZvZ) -straight cliffs look bad. Have a look at ladder maps (or even better, maps from LeZael/Uvantak/Meerel/[name a great mapmaker here]) to inspire yourself for cliffing style. -Third should be closer to the nat. -Make more ramps. I get the idea of the high-ground path between the 3/9 bases and the main/natural, but having only two ramps to access it, one being the natural's ramp, is not enough. -The holes in the middle are way too wide edit : since it's so difficult with words^^ here's a more-or-less viable layout I quickly drew with my sick Paint powers, that I believe retains the main concept of what you're trying to do here. Obviously some proportions are off since it's mouse-drawn, but you get the idea. * are rocks and G is gold ![]() | ||
NinjaDuckBob
175 Posts
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SwedenTheKid
567 Posts
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NinjaDuckBob
175 Posts
And thanks for the cliff reminder :-) | ||
JaredStarr
Canada115 Posts
I would move the debris to the other side so you have to break them before entering, it will hold tanks back a bit. By the time you're at 3 bases you should be able to respond pretty quickly to tank harass... As it is right now that route is way too long and will most likely never get used. If I can add anything I would personally suggest re-evaluate the way you're going to use the 2 tiers of terrain (if the route you want to go is use only 2 tiers). As it is right now it looks pretty boring and doesn't seem like it promotes interesting army movement/placement. I won't comment on the rest until you refine it a little bit, I don't want my post to be too ugly. | ||
NinjaDuckBob
175 Posts
I'm not only using the back door as another attack path, but also as a counterattack path in case of a contain, as well as a wrap-around attack or interception option from the defender. I suppose the rocks at the other end of it wouldn't hurt that, I just don't want it to be too strong of an area for cheese as far as bunker rushes and Cannon rushes are concerned. I also don't want a contain of the natural into an attack from the backdoor being too strong, but I don't know for sure if that would actually be an issue. Do you think cheese or contain --> backdoor attacks would be too strong? Here's what I've done with the area since the last post: ![]() I'll certainly think about how to make high ground more interesting, thanks for the feedback :-) EDIT: Made an alternate version that could make dealing with Tank rushes to the backdoor a little easier to defend. ![]() | ||
Big J
Austria16289 Posts
On January 31 2015 01:44 OtherWorld wrote: -Your main ramp is too wide. -The natural's ramp should be in range of Photon Overcharge/creep from the natural hatch -The main ramp shouldn't be that far from the natural -Usually the naturals are orientated so that there no high ground behind them, but airspace (critical for ZvZ) -straight cliffs look bad. Have a look at ladder maps (or even better, maps from LeZael/Uvantak/Meerel/[name a great mapmaker here]) to inspire yourself for cliffing style. -Third should be closer to the nat. -Make more ramps. I get the idea of the high-ground path between the 3/9 bases and the main/natural, but having only two ramps to access it, one being the natural's ramp, is not enough. -The holes in the middle are way too wide edit : since it's so difficult with words^^ here's a more-or-less viable layout I quickly drew with my sick Paint powers, that I believe retains the main concept of what you're trying to do here. Obviously some proportions are off since it's mouse-drawn, but you get the idea. * are rocks and G is gold ![]() God I wish the editor would allow for so much freedom to not just rotate everything 45degrees all the time because of ramps. Well, if it was even 45degrees, stupid horizontal/vertical ramp&building fuck up of blizzard. ![]() | ||
[AULFL]Khala
12 Posts
Size: 148x164 Ok. I did most of the things like you draw. I hope this time I made stuff right ![]() ![]() ![]() | ||
OtherWorld
France17333 Posts
-your main ramps are cardinal, as are one of the ramp of the corner bases. You need to rotate that 45 degrees. -your main ramps are still too large -you put all your bases very very close to the edge of the cliff. Ideally you don't want that, you want some space behind them to put buildings (something like 3-4 hex behind the mineral line should be good) -your natural choke is too wide, try to reduce it. Remember the choke should be in range of Photon Overcharge. + place an overlord pod in there, I forgot it on my drawing -the holes on the low ground are still too big -you need some dead space above the main ramps to avoid Blink all-ins being too strong -the main bases are too big, you could delete some of it at the top (looking at the 5 o'clock main here) to turn it into said dead space | ||
NinjaDuckBob
175 Posts
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OtherWorld
France17333 Posts
About the map it's way better than its first iterations already. The natural choke doesn't seem to be in range of PO/natural hatch's creep though. I also feel you could remove the space behind the mineral lines at the 8/10 bases. I'm also unsure about the highgroung thingy at 3. Makes it really difficult to have a fight here imo. | ||
NinjaDuckBob
175 Posts
Could you elaborate more about the reasoning of removing the space behind the 8/10 bases? Would placing the ramps differently @3 help? Or should it just be limited to between the 3 o'clock bases? Also, I believe the opening is barely in range of PO, but I'll test it in-game and make it closer if it's too far away. | ||
OtherWorld
France17333 Posts
The same reasoning applies to the high-ground areas at 3. I think you can keep them ; but then you need to open up the area between third, fourh and center bases a lot more. | ||
NinjaDuckBob
175 Posts
What do you think of the idea of increasing the open space going into the center bases from the right side? | ||
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