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Work In Progress Melee Maps - Page 155

Forum Index > SC2 Maps & Custom Games
Post a Reply
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Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
Aircooled
Profile Joined July 2012
United States79 Posts
February 06 2015 10:10 GMT
#3081
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 +
[image loading]
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
February 06 2015 10:24 GMT
#3082
Looks kinda cool although I'm not sure about the very tight chokes at the corner bases and at the forward thirds (well at both thirds tbh). I don't know what to think about the middle. The natural look a bit small, what's the distance between the town hall and the ramp?
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Big J
Profile Joined March 2011
Austria16289 Posts
February 06 2015 13:06 GMT
#3083
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 +
[image loading]


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
Profile Joined January 2015
United Kingdom6 Posts
February 06 2015 16:15 GMT
#3084
I was recommended to ask for some advice from the nice people in this thread.
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

[image loading]

The only logical transition out of phoenix is carriers.
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
February 06 2015 16:52 GMT
#3085
Short answer is : it is indeed too crazy.
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.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 06 2015 17:26 GMT
#3086
@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.)
Comprehensive strategic intention: DNE
[AULFL]Khala
Profile Joined January 2015
12 Posts
February 06 2015 18:19 GMT
#3087
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

[image loading]

[image loading]
NovaH
Profile Joined January 2015
United Kingdom6 Posts
February 06 2015 19:23 GMT
#3088
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!
The only logical transition out of phoenix is carriers.
Antares777
Profile Joined June 2010
United States1971 Posts
February 06 2015 19:33 GMT
#3089
[image loading]

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
Profile Blog Joined September 2009
United States3943 Posts
February 06 2015 23:37 GMT
#3090
@khala: that looks cool. I like the towers but i think the ramps up there should be more direct. Like straight into the tower on either side. Also your in-base nat is so cramped, fix that. Just add airspace if you have to, I don't think it'll hurt the map.

@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.

[image loading]
Comprehensive strategic intention: DNE
JaredStarr
Profile Joined June 2013
Canada115 Posts
Last Edited: 2015-02-07 02:08:12
February 07 2015 02:07 GMT
#3091
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 +
[image loading]

[image loading]


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
Profile Joined January 2015
United Kingdom6 Posts
Last Edited: 2015-02-07 10:35:57
February 07 2015 10:00 GMT
#3092
@Khala
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).
The only logical transition out of phoenix is carriers.
NovaH
Profile Joined January 2015
United Kingdom6 Posts
Last Edited: 2015-02-07 19:39:56
February 07 2015 10:11 GMT
#3093
Hi! I've updated my crazy map using some very useful feedback, I've made all the improvements that were suggested and some others. Getting the proportions right is a bit tricky though, I've started by:
-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...

[image loading]

The only logical transition out of phoenix is carriers.
[AULFL]Khala
Profile Joined January 2015
12 Posts
February 07 2015 10:54 GMT
#3094
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.

[image loading]

[image loading]
SwedenTheKid
Profile Joined July 2014
567 Posts
February 07 2015 11:16 GMT
#3095
@Hektik
There are only 2 ground routes to the enemy, and they are both very close. This alone is a problem with the map IMO.
Casual Mapmaker
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
February 07 2015 11:28 GMT
#3096
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.

[image loading]

[image loading]


3bases behind a single ramp is bad
"Not you."
[AULFL]Khala
Profile Joined January 2015
12 Posts
February 07 2015 12:07 GMT
#3097
@SwedenTheKid
@Meavis
Should I add backdoor rocks from gold to nat?
SwedenTheKid
Profile Joined July 2014
567 Posts
February 07 2015 18:36 GMT
#3098
Like a corridor along the outside of the map to the natural? I guess that would help, just can't see the justification for having a free base on this map.
Casual Mapmaker
SwedenTheKid
Profile Joined July 2014
567 Posts
February 07 2015 18:39 GMT
#3099
Edit- maybe make your standard natural face your opponent (so it's closer and can be attacked from the low ground) that maybe could justify the free base, idk
Casual Mapmaker
Icetoad
Profile Joined May 2010
Canada262 Posts
February 07 2015 20:07 GMT
#3100
Working on this map:
[image loading]

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?
Map Maker of Nimbus
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