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Work In Progress Melee Maps - Page 154

Forum Index > SC2 Maps & Custom Games
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Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
February 03 2015 16:24 GMT
#3061
Hmm it feels a bit bland to me, mostly because the heavy fog, very "sky"-ish, with a grass+sand natural tileset feels curious. I like the changes you made on the layout, except that there's one geyser at the forward third/fourth that is curiously placed, it feels like he's in the middle of things.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
February 03 2015 16:30 GMT
#3062
I don't think I want to take a fourth base on that map, skunk ><
ModeratorI am still alive, somehow
TL+ Member
TheSkunk
Profile Joined September 2010
82 Posts
February 03 2015 16:45 GMT
#3063
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
Profile Joined December 2012
Netherlands47 Posts
February 03 2015 16:46 GMT
#3064
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

[image loading]

[image loading]
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
February 03 2015 16:50 GMT
#3065
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

[image loading]

[image loading]


10/10 best art work I've seen on a map yet
"Not you."
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
February 03 2015 16:56 GMT
#3066
On February 04 2015 01:50 Meavis wrote:
Show nested quote +
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 +
[image loading]

[image loading]


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
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
TheSkunk
Profile Joined September 2010
82 Posts
February 03 2015 17:26 GMT
#3067
So do you think moving the corner base to here: http://i.imgur.com/Vue7Z9j.jpg would make it an appealing fourth base?
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
February 03 2015 17:33 GMT
#3068
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.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Koektrommel
Profile Joined December 2012
Netherlands47 Posts
February 03 2015 17:50 GMT
#3069
On February 04 2015 01:56 OtherWorld wrote:
Show nested quote +
On February 04 2015 01:50 Meavis wrote:
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 +
[image loading]

[image loading]


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


Don't question it. If 7-year-old me thinks there's an underground duck, then there's an underground duck.
TheSkunk
Profile Joined September 2010
82 Posts
February 03 2015 17:59 GMT
#3070
So like this: i.imgur.com/0HoPOiu.jpg ?

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
Profile Blog Joined October 2013
France17333 Posts
February 03 2015 18:11 GMT
#3071
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
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
And G
Profile Joined May 2012
Germany491 Posts
February 03 2015 18:24 GMT
#3072
Made some changes, now 144x144:

[image loading]

Not sure if really an improvement. Old version (136x136): + Show Spoiler +
[image loading]


Which is better?

Poll: Poll

New (5)
 
63%

Both terrible (2)
 
25%

Old (1)
 
13%

8 total votes

Your vote: Poll

(Vote): New
(Vote): Old
(Vote): Both terrible

not a community mapmaker
TheSkunk
Profile Joined September 2010
82 Posts
February 03 2015 18:48 GMT
#3073
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
Profile Blog Joined October 2013
France17333 Posts
February 03 2015 18:59 GMT
#3074
On February 04 2015 03:48 TheSkunk wrote:
Show nested quote +
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.

Having a horizontal fourth like that is pretty standard though, see Overgrowth. But yeah your idea seems good as well.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
NinjaDuckBob
Profile Joined March 2014
191 Posts
Last Edited: 2015-02-04 08:19:18
February 04 2015 04:25 GMT
#3075
Alright, made a few different changes. Would appreciate it if you guys would vote and/or post which looks better to you guys :-)

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 +
[image loading]

--

Rocks @Big Ramp, Wider 4th Choke:

+ Show Spoiler +
[image loading]

--

Rocks @Big Ramp, Small Backdoor Ramp, Wider 4th Choke:

+ Show Spoiler +
[image loading]

--

Smaller Big Ramp, Medium Backdoor Ramp, Rocks @Backdoor Far End, Wider 4th Choke:

+ Show Spoiler +
[image loading]

--

Poll: Which option is best?

(Vote): Original
(Vote): Rocks @Big Ramp, Wider 4th Choke
(Vote): Rocks @Big Ramp, Small Backdoor Ramp, Wider 4th Choke
(Vote): Smaller Big Ramp, Medium Backdoor Ramp, Rocks @Backdoor Far End, Wider 4th Choke
(Vote): Significant Variation/Other (please specify in post)

NinjaDuckBob ~ Fear the fuzzy!
JaredStarr
Profile Joined June 2013
Canada115 Posts
Last Edited: 2015-02-04 16:26:21
February 04 2015 16:21 GMT
#3076
Ninja: I like the options you have for army movements for engagements between the nat and third on the second choice. Maybe take the rocks out on the third ramp and downsize it by one, I can see the extra safety being necessary with such an expose backside.

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 +
[image loading]

[image loading]


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.
[image loading]
NinjaDuckBob
Profile Joined March 2014
191 Posts
Last Edited: 2015-02-04 17:40:03
February 04 2015 17:06 GMT
#3077
@Jared: The second one? That has the same army movement between the nat and third as the original haha, unless you mean going in through the front ramp.

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? :-)
NinjaDuckBob ~ Fear the fuzzy!
JaredStarr
Profile Joined June 2013
Canada115 Posts
Last Edited: 2015-02-04 18:08:27
February 04 2015 17:59 GMT
#3078
Yeah I'm including the front ramp when considering army movement (you can attack up that ramp and easily send other units around to attack another area - or poke around in different spots with little army movement which is important in PvT).

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
Profile Joined March 2013
Sweden10 Posts
February 05 2015 07:57 GMT
#3079
Hi just returned to sc2 from a 2 year break and just in time for the 5th teamliquid map contest. I´ve always got a passion for mapmaking but even though I´m not that good it´s still fun to contribute!

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 +
[image loading][image loading]


EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 05 2015 08:26 GMT
#3080
@bill: Make the nat entrances chokier. Like a 2x ramp on the side and a 3x or 2x in the front (with rocks). The nat2nat with rocks down is sooooo short, there needs to be a defensive mechanism to compensate. And the nat is extremely vulnerable already with 3 entrances. I'd even say that maybe this map should have an inbase nat added to it -- it looks like there's already enough room given how you've oriented it. Sadly this would kill some of the raison d'etre with the nice optional expansion pattern. Alternatively you could pull the mains further to the edges and scoot the nat back and give it a standard choke. Not sure how to fit it in but I think you could make it work. The 3rd bases will also be pretty hard given the distances involved. Welcome to the hell that is 3p maps in SC2. XD gl!
Comprehensive strategic intention: DNE
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