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Work In Progress Melee Maps - Page 156

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
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
February 07 2015 21:00 GMT
#3101
while I'm uncertain about the main ramp, blink schouldn't be much of an issue, the strength of blink comes from pressuring two locations at once, which isn't possible here due to the dead air patch they have to walk around.
"Not you."
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2015-02-07 22:26:59
February 07 2015 22:19 GMT
#3102
The flat choke is problematic because of warp ins in PvP, and you can get walled into your main.

I love how the thirds are set up in relation to the center of the map with the destructible rocks.
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2015-02-07 22:49:27
February 07 2015 22:24 GMT
#3103
[image loading]

I pushed the golds closer to the center and added more ramps to that location. I also changed the set up of the rocks in the center. I started decorating, but am not where near finished.

What do you guys think of the layout so far?
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
February 07 2015 22:42 GMT
#3104
not enough movement options from side to side
[image loading]
imo
"Not you."
Antares777
Profile Joined June 2010
United States1971 Posts
February 07 2015 22:55 GMT
#3105
Ha, I tried to ninja edit my post but was too slow

I don't really want to connect the low grounds, but maybe I can make the third area and the center more open near the ramps so that you can switch sides there?
Antares777
Profile Joined June 2010
United States1971 Posts
February 07 2015 23:06 GMT
#3106
[image loading]

I increased the size of the third and pushed one of the ramps out further. I also shrunk the high ground spot by the center and made the rock longer to compensate for it. So when the rocks go down, there will be more maneuvering room.
Icetoad
Profile Joined May 2010
Canada262 Posts
February 08 2015 00:38 GMT
#3107
Made some change to the map.
[image loading]

I elevated the third with 3 entrance to 2nd lvl and made the previous ramp with rocks, a choke blocked by 6x6 rock. The natural was put also on 2nd lvl because of many possible imbalance.
Map Maker of Nimbus
Antares777
Profile Joined June 2010
United States1971 Posts
February 08 2015 01:46 GMT
#3108
On February 08 2015 09:38 Icetoad wrote:
Made some change to the map.
+ Show Spoiler +
[image loading]


I elevated the third with 3 entrance to 2nd lvl and made the previous ramp with rocks, a choke blocked by 6x6 rock. The natural was put also on 2nd lvl because of many possible imbalance.


I like these changes, nice work!
Aircooled
Profile Joined July 2012
United States79 Posts
February 09 2015 01:28 GMT
#3109
I like the changes too, but it seems quite chokey leading into the nat which I'm a bit scared of. While boring, I think the middle could be better as just an open one.

Also is this worth finishing? It's pretty silly and pretty big at 160x160. Inspired by this + Show Spoiler +
[image loading]
which was posted here a while ago.

[image loading]
waltheri
Profile Joined January 2015
Czech Republic3 Posts
February 09 2015 16:40 GMT
#3110
Today I got an idea on simple two player map. There is a sketch:

[image loading]

Does it have a chance? Should I add some high/low ground in the middle? The playable size of the map is 124x132.
Antares777
Profile Joined June 2010
United States1971 Posts
February 09 2015 18:28 GMT
#3111
The rush distance looks a little fast. Getting beyond three bases is going to be difficult. It's impossible to wall off the natural in ZvZ.
NinjaDuckBob
Profile Joined March 2014
184 Posts
February 11 2015 00:42 GMT
#3112
On February 09 2015 10:28 Aircooled wrote:Also is this worth finishing? It's pretty silly and pretty big at 160x160.

3rd base looks pretty hard. For Protoss in particular, at least Zerg has openness and Terran might be able to lift to the near Gold base. Would make a closer 3rd option personally.
NinjaDuckBob ~ Fear the fuzzy!
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 12 2015 01:45 GMT
#3113
@waltheri: It's not bad, per se, but it doesn't really do anything special. I would figure out a different way to connect the 3rd to the rest of the map -- reorient the ramp facing toward the center maybe but have a less open center. I'm referencing Crossfire in my head.

@aircooled: Hmm I think it's worth playing around trying to try and make it work. 4p version of the "distant 3rd gold behind rocks" that we saw a couple 2p versions of recently. Being 4p kind of gives you license to go overheavy on the macro map standard features and include the gold as the gimmick, the extra, and it'll be hard to balance without the standard features. I would add 3rd bases maybe like so:

[image loading]

I dunno what to put mid, more pathways or maybe a base or two? I think you could probably get the map size smaller too this way. Maybe play with the main/nat to make sure the nat2nat in adjacent isn't too close. Maybe use diagonal towards-the-center pathways or rocks to help this.
Comprehensive strategic intention: DNE
Coppermantis
Profile Joined June 2012
United States845 Posts
Last Edited: 2015-02-12 04:49:34
February 12 2015 04:31 GMT
#3114
[image loading]

Minor changes. Templar said that the nat seemed awkward, but I couldn't think of anything specific to change so I've left it mostly the same. Moved the unbuildable rocks to the side of the main ramp closer to the natural so that a protoss wall can both cover the ramp and be more in range of photon overcharge--the way the terrain was designed, a wall would have to have been positioned by the 3x wide ramp and could be attacked from outside PO range.

Key doodads behind the mineral line make it impossible to put a cannon there that is completely sealed off by pylons.
And G
Profile Joined May 2012
Germany491 Posts
February 12 2015 05:27 GMT
#3115
On February 12 2015 13:31 Coppermantis wrote:
Templar said that the nat seemed awkward, but I couldn't think of anything specific to change so I've left it mostly the same.

It isn't always necessary to have space behind the natural mineral line if the main cliff is right behind it, and it seems to me that this map would benefit from moving the natural mineral line closer to the main. I would also move the natural choke a little closer towards the centre of the map, especially horizontally, and expand the natural towards the central expansion (it's not a problem if you can blink across there). I think this would alleviate a lot of the awkwardness.
not a community mapmaker
Coppermantis
Profile Joined June 2012
United States845 Posts
February 12 2015 06:01 GMT
#3116
I did consider altering the angle of the natural ramp to point toward the middle, but I didn't like how that made the rush distance so...direct. A horizontal shift seems like an acceptable compromise.
JaredStarr
Profile Joined June 2013
Canada115 Posts
Last Edited: 2015-02-12 15:49:53
February 12 2015 15:49 GMT
#3117
On February 12 2015 14:27 And G wrote:
Show nested quote +
On February 12 2015 13:31 Coppermantis wrote:
Templar said that the nat seemed awkward, but I couldn't think of anything specific to change so I've left it mostly the same.

It isn't always necessary to have space behind the natural mineral line if the main cliff is right behind it.


I thought it was standard to be able to fit a 3x3 building somewhere behind you main & nat mineral line, also for drop plays?

Coppermantis: I actually really like the Main/Natural setup. It does look a little awkward, but imagining actually playing in that space looks cool. I'm kinda' flipped around, where-as i feel the rest of the map is pretty awkward and doesn't do the main/nat setup justice.
Antares777
Profile Joined June 2010
United States1971 Posts
February 12 2015 16:42 GMT
#3118
I stopped working on the previous map and recently came up with this layout:

[image loading]

I wanted to do a different main-nat-third set up than what my other maps have been. I feel like I use Overgrowth's main-nat-third layout too often and wanted something different. I focused on how I wanted the third and alt third to be set up, and then created the rest of the layout around that.

Thoughts?
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
February 12 2015 16:45 GMT
#3119
Looks like you could soul train from your natural to the Zerg's natural without having much risks of it failing due to the lack of openness, but apart from that the layout is cool.
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 12 2015 17:45 GMT
#3120
@antares: the 3rds are a bit far by standard reckoning, but the CCW 3rd is sort of okay with the long pathways leading in. Your space around the main is not enough to prevent blink. You could increase it, and also tighten the choke leading to the CCW 3rd, giving it some more security. The building spot itself looks a little too narrow though.

I would move the ramp on the CW 3rd closer. This would probably make it the favored choice, not sure if that's what you want. But I like the shape of the 3 base vs 3 base positioning in that case.

[image loading]
Comprehensive strategic intention: DNE
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