Work In Progress Melee Maps - Page 154
Forum Index > SC2 Maps & Custom Games |
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin | ||
OtherWorld
France17333 Posts
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The_Templar
your Country52797 Posts
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TheSkunk
82 Posts
On February 04 2015 01:30 The_Templar wrote: I don't think I want to take a fourth base on that map, skunk >< So far, I think thats the main problem with this map. But is it a problem? Should it be easy to take a fourth? Its not supposed to be an easy macro map. I feel like you take a fourth on this map simply by keeping the enemy busy by attacking them -- there will be a lot of fighting if you want to secure a fourth. However, if it is a problem, how do you advise me fixing it? I don't feel like I can really move any of the possible fourths closer or make them more chokey so they feel safer. Currently I think a lot of people will take the gold as a fourth despite how unsafe it is, just so they'll have it closer to their third, making it easier to go between the two to defend than the other choice. My current thought is if the fourth is definitely a problem, to bring the corner bases in closer -- say, right next to the back entrance to the third -- and that might solve the problem, as like the gold it would be close enough to the third to defend the two. (Which I feel is the problem if you try to take the other base as a 4th) | ||
Koektrommel
Netherlands47 Posts
I'm bad at artwork, but I found one of my childhood drawings and took inspiration from that ![]() ![]() ![]() | ||
Meavis
Netherlands1300 Posts
On February 04 2015 01:46 Koektrommel wrote: I made the main bigger, changed the ramps in the corner bases so they are diagonal, fixed some siege-tank-hitting-your-main issues, and minor other stuff. I'm bad at artwork, but I found one of my childhood drawings and took inspiration from that ![]() ![]() ![]() 10/10 best art work I've seen on a map yet | ||
OtherWorld
France17333 Posts
On February 04 2015 01:50 Meavis wrote: 10/10 best art work I've seen on a map yet I still don't get what is this duck doing under the ground though | ||
TheSkunk
82 Posts
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OtherWorld
France17333 Posts
On February 04 2015 02:26 TheSkunk wrote: So do you think moving the corner base to here: http://i.imgur.com/Vue7Z9j.jpg would make it an appealing fourth base? You may want to put it a bit closer (basically put the third -> fourth ramp where the rocks are, remove the rocks, and keep the ramp-fourth distance you have there which will move the fourth closer to the third). But then you'll have the fourth and the gold awkwardly facing each other. | ||
Koektrommel
Netherlands47 Posts
On February 04 2015 01:56 OtherWorld wrote: I still don't get what is this duck doing under the ground though Don't question it. If 7-year-old me thinks there's an underground duck, then there's an underground duck. | ||
TheSkunk
82 Posts
I'm not sure its too awkward in relation to the gold or not. I kind of like the gold where it is and I can't think of where to move it, so I'm hesitant to change it. You think it is? | ||
OtherWorld
France17333 Posts
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And G
Germany491 Posts
![]() Not sure if really an improvement. Old version (136x136): + Show Spoiler + Which is better? | ||
TheSkunk
82 Posts
On February 04 2015 03:11 OtherWorld wrote: Yeah it looks pretty good to me, less awkward than I expected. Although you should take out the rocks, or at least make unit movement possible from the third to the fourth I don't like it for various reasons -- it makes the other third even less of a viable option, and it feels like its a very easy 4th for P/Mech. I think I'm going to do what people suggested earlier -- keep the old layout, but swap the gold and corner bases and make where the gold is currently a non-gold, safer 4th choice. Also, I'm going to make the rocks collapsible towers instead. I think different races will choose whether to destroy them or not. | ||
OtherWorld
France17333 Posts
On February 04 2015 03:48 TheSkunk wrote: I don't like it for various reasons -- it makes the other third even less of a viable option, and it feels like its a very easy 4th for P/Mech. I think I'm going to do what people suggested earlier -- keep the old layout, but swap the gold and corner bases and make where the gold is currently a non-gold, safer 4th choice. Also, I'm going to make the rocks collapsible towers instead. I think different races will choose whether to destroy them or not. Having a horizontal fourth like that is pretty standard though, see Overgrowth. But yeah your idea seems good as well. | ||
NinjaDuckBob
175 Posts
Would really like to hear the reasoning behind your choice as well to influence what I actually end up doing if you do post/vote. Please specify small variation ideas if you have them even if you choose something other than the significant variation/other. You can put combination ideas (say, for instance, a smaller big ramp and the additional small backdoor ramp) in variation/other if you want. Just please make sure to tell me what you think is best and why :-) Your guys' feedback has already been really helpful! I'm pretty happy with my map now, just this last part I want to get down, and I'm currently indecisive about the changes, so different people's viewpoints on this will probably have an affect on what I go with just as previous feedback has. That doesn't necessarily mean I'll choose the option with the most votes, but I will think about the reasoning for the choices in making the final touches to it. Then on to decorating! Original: + Show Spoiler + ![]() -- Rocks @Big Ramp, Wider 4th Choke: + Show Spoiler + ![]() -- Rocks @Big Ramp, Small Backdoor Ramp, Wider 4th Choke: + Show Spoiler + ![]() -- Smaller Big Ramp, Medium Backdoor Ramp, Rocks @Backdoor Far End, Wider 4th Choke: + Show Spoiler + ![]() -- | ||
JaredStarr
Canada115 Posts
On February 04 2015 01:46 Koektrommel wrote: I made the main bigger, changed the ramps in the corner bases so they are diagonal, fixed some siege-tank-hitting-your-main issues, and minor other stuff. I'm bad at artwork, but I found one of my childhood drawings and took inspiration from that ![]() + Show Spoiler + ![]() ![]() This is absolutely fantastic XD Made various changes to my current WIP among taking out the light bridges ![]() I'm kinda settling down to this layout. Black space in the middle is unbuildable. ![]() | ||
NinjaDuckBob
175 Posts
Certainly will keep the smaller front ramp in mind. For your map, is there a reason why the middle is unbuildable? Right now I'm guessing it could affect Swarm Host/Crawler games, as well as maybe TvT Turret crawling. Was this the intent? EDIT: I see some people like the original the best. That's interesting. Could someone who does like it best explain why? :-) | ||
JaredStarr
Canada115 Posts
If you don't downsize the ramp I like the second one best; just cause the player won't feel so vulnerable after taking that base. Edit: taking the rocks out and downsizing is nice for zerg right off the bat, idk if it would be too crazy defending against Z if the rocks were broken down ... Looks like a whole lotta exposed area to build a decent wall. The unbuildable middle is just a brood war thing that I'm exploring. | ||
BillTheNydusWorm
Sweden10 Posts
This is a map I´ve been working on and I would like some feedback on the layout. The small paths at the rocks in the natrual can be blocked by a singel pylon. I´ve thought about moving the thirds and fourths closer to the main to make room for extra bases at the overlord spots at 3, 7 and 11 o´clock. Any feedback appreciated! + Show Spoiler + ![]() ![]() | ||
EatThePath
United States3943 Posts
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