136x136
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Forum Index > SC2 Maps & Custom Games |
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin | ||
Aircooled
United States79 Posts
136x136 + Show Spoiler + ![]() | ||
OtherWorld
France17333 Posts
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Big J
Austria16289 Posts
On February 06 2015 19:10 Aircooled wrote: Finally got a new computer that can actually run the editor! Just wanted to make a standard but somewhat interesting map. Idk about the middle/not sure if it's worth finishing, any thoughts? 136x136 + Show Spoiler + ![]() Looks quite cool. Totally gonna copy that middle for my third TLMC submission (if I get it finished), since it uses a similar base layout and I love that huge ramp and how the ways around the map work out. But don't worry, my map is so gimmicky that it's not going to play overly similar, hehe ![]() | ||
NovaH
United Kingdom6 Posts
Any feedback is appreciated! I'd like to think that this is almost finished but even after redesigning several times to stop aspects of the map being abused I'm sure there are more problems, I keep worrying it's too crazy ![]() | ||
OtherWorld
France17333 Posts
I guess you are new to mapmaking? If so you should start by trying to do solid, balanced maps inspired by ladder maps (well, don't take the recent ladder maps as examples 'cuz they suck. I mean maps like Overgrowth, Frost, Habitation, KSS, etc) before trying to break the rules and do something innovative. Even the best mapmakers often fail at doing balanced innovative maps. | ||
EatThePath
United States3943 Posts
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[AULFL]Khala
12 Posts
Size: 132x128 Started creating it today. Looking for suggestions and stuff ![]() ![]() ![]() | ||
NovaH
United Kingdom6 Posts
On February 07 2015 02:26 EatThePath wrote: @novah: otherworld's is good advice for someone starting out. I don't think there's anything particularly wrong or bad in the concept. The ideas are sound. Your proportions are way off though. Many of the chokes are the right size but their placement and the intervening space is not right. To start with, try using much more wiggliness in your cliffs, and use diagonal ramps unless you absolutely can't. Also, use standard mineral lines unless you can't. On this map I would add a little more structure to the outer areas. It's basically just open space with random features plopped down. Try to see your map as routes, not obstacles. (Or both, preferably.) That's a great answer, thanks! I've been making maps for a while, but haven't tried to produce a ladder friendly one before. I wanted it somewhat unique as I can imagine huge amounts of maps which look like overgrowth being submitted. I was thinking of the map as two main routes, one towards the back paths through the main line of expansions and one going between the starting locations (either around the raised areas or down the ditches). I will: -bring the map in a little between the rich expansion and the expansion near the rocks. -Remove the little island next the starting location. -make all the ramps diagonal -make the raised area with the fans smaller -use standard mineral line layouts for all (ie change the natural and third) -make the cliffs in the central area more ragged, and try to make the edge of the map more ragged too -Change the layout above and below the central area. Seriously, that reply gave me a lot of ideas! | ||
Antares777
United States1971 Posts
![]() 132 x 148 Thoughts? I am going for a macro map here that is more or less standard with a stress on controlling the middle. | ||
EatThePath
United States3943 Posts
@nova: Glad that helped! @antares: cool, I like the 3 (5?) hallways effect. Why not push the gold cliff into the mid more so they are really vulnerable. Kind of cramped now, like hard to attack cramped. Also I can imagine the middle rocks diagonal for even more center chokepoints (at first) which I always think is a cool map feature. ![]() | ||
JaredStarr
Canada115 Posts
On February 07 2015 03:19 [AULFL]Khala wrote: Map Name: Hektik (Yeah I know it's the name of my other map but I abandoned it) Size: 132x128 Started creating it today. Looking for suggestions and stuff ![]() + Show Spoiler + ![]() ![]() As a toss player, that pinnacle sticking out of the main looks like an easy way to blink up and sneak into the Nat undetected. | ||
NovaH
United Kingdom6 Posts
I'm not as much of an expert as some of the others in this forum but I'd agree with JaredStarr that access to the main from the expansion near the middle of the map (potential 4th or 6th) seems like something that should be looked into. But it might not be too hard to defend after all as that area isn't too far from the main ramp. I love the progression of the expansions on the map vertically from the starting locations, if expanding in those directions it may be a little easy to hold a 5th though, I'd probably make the chokes a bit wider (but if you were looking for only the bases nearer the middle to be easily contested that's a good idea too). | ||
NovaH
United Kingdom6 Posts
-moving the expansion near the double set of rocks closer to the natural -moving the probable 3rd closer to the starting locations -moving the 4th further away from the 3rd. -adding a choke (to the right of bottom left gold) I feel like it's a big improvement, and the routes leading to expansions are much smoother (I added more ramps for the middle area to help this too). I'm happy to change it all again if there is still some bad features though of course (I'm fairly sure there are...) Fire away... ![]() | ||
[AULFL]Khala
12 Posts
Size: 132x144 Changed rock places, nat sizes and mains ramp size. Removed a normal base and made it gold. Not sure about the rock placement. ![]() ![]() | ||
SwedenTheKid
567 Posts
There are only 2 ground routes to the enemy, and they are both very close. This alone is a problem with the map IMO. | ||
Meavis
Netherlands1300 Posts
On February 07 2015 19:54 [AULFL]Khala wrote: Map Name: Hektik Size: 132x144 Changed rock places, nat sizes and mains ramp size. Removed a normal base and made it gold. Not sure about the rock placement. ![]() ![]() 3bases behind a single ramp is bad | ||
[AULFL]Khala
12 Posts
@Meavis Should I add backdoor rocks from gold to nat? | ||
SwedenTheKid
567 Posts
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SwedenTheKid
567 Posts
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Icetoad
Canada262 Posts
![]() I'm wondering if the same level main-nat would work currently, since the last map that used it If I remember was Tal'darim Altar. What are you thought? Also would blink here be to strong since the main has a blinkable cliff from one of the third? | ||
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