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Work In Progress Melee Maps - Page 151

Forum Index > SC2 Maps & Custom Games
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Prev 1 149 150 151 152 153 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
NinjaDuckBob
Profile Joined March 2014
183 Posts
January 30 2015 00:19 GMT
#3001
Alright, some more analysis info on my map, made some major and minor edits as well:

[image loading]

From in-game testing: main to main is 70 seconds, nat to nat is 56 seconds.

[image loading]

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.
NinjaDuckBob ~ Fear the fuzzy!
Coppermantis
Profile Joined June 2012
United States845 Posts
Last Edited: 2015-01-30 03:27:37
January 30 2015 03:25 GMT
#3002
[image loading]

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.
SwedenTheKid
Profile Joined July 2014
567 Posts
January 30 2015 04:09 GMT
#3003
[image loading]
144x144
Still not sure how to use gold bases. Thoughts?
Casual Mapmaker
NinjaDuckBob
Profile Joined March 2014
183 Posts
Last Edited: 2015-01-30 04:42:35
January 30 2015 04:37 GMT
#3004
@Sweden: To me, the gold bases should be a risk. This makes the difficult-to-hold or far-away expansions good candidates. I'd personally go solely with the base on the top-right which is in the center of the high-ground area. As a 2nd option I'd go with the other two bases in the same area, or all 3 in that high ground area (but at the same time, there shouldn't be too many golds). The final option I'd go with is a tie between two bottom-left bases and the very top-right corner base.
NinjaDuckBob ~ Fear the fuzzy!
JaredStarr
Profile Joined June 2013
Canada115 Posts
January 30 2015 15:10 GMT
#3005
I would put an easy safe expansion route to the bottom, and more risky expansion route leading to a gold base in the centre of the top right highground. You can choose to 'go for the gold' but if you do you'll be left withexpo options, so you gotta make it count.
[AULFL]Khala
Profile Joined January 2015
12 Posts
Last Edited: 2015-01-30 16:33:49
January 30 2015 16:32 GMT
#3006
Name: Hektik
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

[image loading]

[image loading]
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
Last Edited: 2015-01-30 17:00:02
January 30 2015 16:44 GMT
#3007
-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
[image loading]
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
NinjaDuckBob
Profile Joined March 2014
183 Posts
January 30 2015 17:42 GMT
#3008
Alright, made some finishing design/balance touches on my map. Would like any advice people have on it so far before I start decorating :-)

[image loading]
NinjaDuckBob ~ Fear the fuzzy!
SwedenTheKid
Profile Joined July 2014
567 Posts
January 30 2015 22:45 GMT
#3009
I'd say make the 3rd a choice. You could make the right side 3rd high ground, and make the back door rout around it hug the cliff (get rid of dead space), while making the main-side 3rd closer by ground. Before you decorate, make sure the cliffs look natural and not straight like they are now (look at any blizzard or experienced map).
Casual Mapmaker
NinjaDuckBob
Profile Joined March 2014
183 Posts
January 30 2015 23:09 GMT
#3010
Hmmm I'm a bit reluctant to make the right side 3rd high ground. I don't want it to be a broken spot for Tanks. Would it suffice to only use enough cliff to separate the 3rd from the backdoor route? Maybe I'll make the main-side 3rd closer by ground and make the right side high ground but a little farther from the natural.

And thanks for the cliff reminder :-)
NinjaDuckBob ~ Fear the fuzzy!
JaredStarr
Profile Joined June 2013
Canada115 Posts
January 31 2015 00:59 GMT
#3011
I think it would be okay do as STK suggested.
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
Profile Joined March 2014
183 Posts
Last Edited: 2015-01-31 05:48:40
January 31 2015 04:18 GMT
#3012
I was actually referring to putting Tanks on the high ground 3rd to harass the natural or contain the opponent within it, not Tanks in the backdoor. Of course, I don't want something like on Deadwing either where the backdoor is sealed off on both sides and Tanks can still harass/contain from within it via Medivac drop, but with one side open it shouldn't be too much of a problem.

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:

[image loading]

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.

[image loading]
NinjaDuckBob ~ Fear the fuzzy!
Big J
Profile Joined March 2011
Austria16289 Posts
January 31 2015 12:39 GMT
#3013
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
[image loading]


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
Profile Joined January 2015
12 Posts
January 31 2015 14:39 GMT
#3014
Name: Hektik
Size: 148x164

Ok. I did most of the things like you draw. I hope this time I made stuff right

[image loading]

[image loading]
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
January 31 2015 18:40 GMT
#3015
Hmm, this is starting to take shape. Still some problems though :
-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
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
NinjaDuckBob
Profile Joined March 2014
183 Posts
January 31 2015 19:25 GMT
#3016
Alright, made some various changes (see middle especially, not just the looks in the middle but changed around the middle a bit), and made the right-side 3rd high ground with the backdoor hugging it as suggested. How does this look so far?

[image loading]
NinjaDuckBob ~ Fear the fuzzy!
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
January 31 2015 19:59 GMT
#3017
Wtf is that evil face in the middle xD
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.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
NinjaDuckBob
Profile Joined March 2014
183 Posts
Last Edited: 2015-01-31 20:59:02
January 31 2015 20:56 GMT
#3018
It's floating lava splashes. :-P Would that affect performance too much with bones underneath and a few sparkles? It seems to run okay on my low-mid speed computer.

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.
NinjaDuckBob ~ Fear the fuzzy!
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
January 31 2015 21:15 GMT
#3019
Ah I see. Well for the performance side I don't think it would be an issue, but you'll have to see once your aesthetics are complete. The idea of removing the space behind the 8/10 bases is that it woule open things up a bit. Currently there is almost no space on that map to have a comfortable late-game engagement ; thus I think you have to open up some areas. Although yeah that spot is maybe not the best spot to do that, the small path connecting the fourth and the 8/10 bases is interesting.
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.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
NinjaDuckBob
Profile Joined March 2014
183 Posts
Last Edited: 2015-01-31 21:32:59
January 31 2015 21:23 GMT
#3020
Would it suffice to open up the area of the Gold base and the 3 o'clock area?

What do you think of the idea of increasing the open space going into the center bases from the right side?
NinjaDuckBob ~ Fear the fuzzy!
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