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Work In Progress Melee Maps - Page 160

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
SwedenTheKid
Profile Joined July 2014
567 Posts
February 25 2015 20:34 GMT
#3181
Yeah I also thought about doing that, so I'm following you there. Will still have to see if the double ramp and the space needed for the high ground works in-game. Guess the map hardly resembles Blue Storm now, but I'd rather have a good map than an okay port, you know?
Casual Mapmaker
Antares777
Profile Joined June 2010
United States1971 Posts
February 25 2015 20:53 GMT
#3182
Totally. However, I think BW maps are going to become more plausible in LotV unless Blizzard makes drastic changes to their plans that they've revealed so far.
SwedenTheKid
Profile Joined July 2014
567 Posts
February 26 2015 01:40 GMT
#3183
Ok, so in the editor and made some variants. Don't know which one to go with. Feedback/voting is appreciated.
Version 1.5
+ Show Spoiler +
[image loading]


Version 3
+ Show Spoiler +
[image loading]


Version 4
+ Show Spoiler +
[image loading]


Poll: Which Version should I use?

1.5 (same as before) (6)
 
86%

3.0 (with new high ground area) (1)
 
14%

4.0 (without Blue Storm ramps) (0)
 
0%

7 total votes

Your vote: Which Version should I use?

(Vote): 1.5 (same as before)
(Vote): 3.0 (with new high ground area)
(Vote): 4.0 (without Blue Storm ramps)



Casual Mapmaker
And G
Profile Joined May 2012
Germany491 Posts
February 26 2015 07:26 GMT
#3184
Attempting to make a 2v2 map based on a somewhat standard layout, here's what I got:

[image loading]

+ Show Spoiler [Analyser] +
[image loading]


I wanted to make the backdoor expansion less viable to be taken early by having a larger ramp there for only a single base, and it's also more vulnerable to harass. Is this enough or should I also block it off with rocks or something of that sort?
not a community mapmaker
SwedenTheKid
Profile Joined July 2014
567 Posts
February 26 2015 20:05 GMT
#3185
Looks like a good shrunken down version of a 3v3/4v4 map, or even a 2v2 version of one of your other back-door maps. Again, my concern goes towards the gold bases. They (the very middle ones at least) are only accessible with map control, and are quite close to one another. Maybe it wont be such a problem, due to the ramps, or because the whole outlook on middle bases may change in the future, especially with LotV. So I guess they might work. The rest of the map looks pretty sweet though.

On my WIP
Thinking about removing the top left/bottom right corner bases, and just making that area a pathway around the vertical 4th. Thoughts?
Casual Mapmaker
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2015-02-26 20:55:17
February 26 2015 20:53 GMT
#3186
@sweden: yes, very much like that idea. brings it back to 12 bases too.

@andG: you're a funny one. go play some 2v2, ha. this map looks fine though. note that it will be quite a macro map actually, since you can put 5 bases behind an easy walloff (until rocks are down). but the rocks timing would have to be dedicated double 1base aggression which is scoutable and holdable. so the tendency will be to air harass if anything while taking 5 bases and then an easy 2 more bases when the armies are larger. however, the backdoor rocks will provide plenty of options for intermediary aggression. for this kind of map, I like it a lot better than the ladder offerings in the genre, like katherine square which has backyard nats and quite far-by-ground 3rds.

I would say create more air space at the north and south edge to allow harassment of main and nat that way. and the backdoor base can probably have much more cliff space, remove some or all of that hole in the lowground. and imo it's better to have the minerals 1 square away from cliffs and put doodads in there, looks much better from certain angles where it's hard to see workers and click minerals. I would also put a small ramp down from the highground golds facing into the narrow lowground.
Comprehensive strategic intention: DNE
SwedenTheKid
Profile Joined July 2014
567 Posts
February 27 2015 04:38 GMT
#3187
[image loading]
+ Show Spoiler +
[image loading]

Wasn't going to upload it until it was finished, but I'd rather have feedback, think the CR ramps should be x1 or x2 size? Added an extra route to the 6th base for evacuating workers. Thoughts on the theme/textures?
Casual Mapmaker
Antares777
Profile Joined June 2010
United States1971 Posts
February 27 2015 05:12 GMT
#3188
I'd go with 2x, but I don't like 1x ramps other than for the main. Just my preference. The textures look nice.

The new layout is awesome!
SwedenTheKid
Profile Joined July 2014
567 Posts
February 27 2015 05:28 GMT
#3189
Thanks. I'd also want to keep it a x2 ramp. Maybe it's just me, but I tend to doodad the entire map and then delete it all because I don't like how it turns out, and then I do it 3 more times.
Casual Mapmaker
And G
Profile Joined May 2012
Germany491 Posts
February 27 2015 05:40 GMT
#3190
On February 27 2015 13:38 SwedenTheKid wrote:
Wasn't going to upload it until it was finished, but I'd rather have feedback, think the CR ramps should be x1 or x2 size?
Like Antares I don't like very narrow ramps anywhere other than the main. Here it seems fine though; it is based on Blue Storm after all.

Added an extra route to the 6th base for evacuating workers. Thoughts on the theme/textures?
I'm not sure in what situation the centre bases will ever be taken, so the 12/6 o'clock bases look like 5ths to me rather than 6ths. On a related note, it feels like there belongs a base in the top right/bottom left corner, but I don't know.


On February 27 2015 05:53 EatThePath wrote:
I would say create more air space at the north and south edge to allow harassment of main and nat that way.
One of the more common complaints about the current 2v2 maps seems to be that the mains and naturals are too vulnerable to air harass and doom drops, so I wanted to avoid that. That being said, all my maps have at least 5 grid squares of air space along the edges, so there is some potential for harass there.

imo it's better to have the minerals 1 square away from cliffs and put doodads in there, looks much better from certain angles where it's hard to see workers and click minerals.
Don't worry, it'll look better in the final version which will also have more organic cliffs that don't protrude as much.

I would also put a small ramp down from the highground golds facing into the narrow lowground.
That makes sense.

the backdoor base can probably have much more cliff space, remove some or all of that hole in the lowground.
I made some changes to the backdoor natural area (droppable high ground) and made the mains larger:

[image loading]

(The high grounds in the middle are unpathable.)
not a community mapmaker
Aircooled
Profile Joined July 2012
United States79 Posts
February 27 2015 06:32 GMT
#3191
On February 27 2015 13:38 SwedenTheKid wrote:
[image loading]
+ Show Spoiler +
[image loading]

Wasn't going to upload it until it was finished, but I'd rather have feedback, think the CR ramps should be x1 or x2 size? Added an extra route to the 6th base for evacuating workers. Thoughts on the theme/textures?


I normally don't post here unless it's a map of mine, but I REALLY like what you did with the 5th/6th compared to previous versions. Also 2x for sure, I mean there is a rock tower there too.
SwedenTheKid
Profile Joined July 2014
567 Posts
February 27 2015 06:42 GMT
#3192
Thanks! Really glad to get so much positive feedback.
On my map-
Thinking about making the middle bases non-standard, to make them more advantageous, but don't know what to do exactly. Don't want to make them gold, because I feel like that would favor Terran to much, and I also want them to last longer. What are thoughts on making them x6 normal mineral, x2 gold mineral, x1 standard gas, x1 rich gas? Non-standard much?
Casual Mapmaker
Coppermantis
Profile Joined June 2012
United States845 Posts
Last Edited: 2015-02-27 06:46:03
February 27 2015 06:45 GMT
#3193
[image loading]

Really chokey around the main/nat/third/fourth. Bases close together; probably needs better fourth option. Blink into main very strong.

Anything else?
SwedenTheKid
Profile Joined July 2014
567 Posts
February 27 2015 07:06 GMT
#3194
Seems easy to camp on 4 bases in some matchups, while in others it seems hard to take a 4th possibly (map control important). Really open in the middle, while I don't see half of the map ever being used (top left/bottom right). The main/natural/3rd/4th setup is a bit interesting, however. Maybe try a back door to the horizontal 3rd. I'd advise to just shrink the map down by a lot and make blink all-ins harder.
Casual Mapmaker
Aircooled
Profile Joined July 2012
United States79 Posts
February 27 2015 07:21 GMT
#3195
@SwedenTheKid: really not sure that base needs something non-standard, I feel like the map as a whole is non-standard/unique enough that's it's fine.
@Coppermantis: I think you have enough room in the mid where you have plenty of space to shrink that down and work on the 1st-4th base setup; making that less chokey and the middle, bottom right/top left, all more interesting. You could maybe even shrink the map a bit i can't tell how big it is though.
LComteVarauG
Profile Joined January 2015
Australia158 Posts
February 27 2015 09:07 GMT
#3196
On February 27 2015 13:38 SwedenTheKid wrote:
[image loading]
+ Show Spoiler +
[image loading]

Wasn't going to upload it until it was finished, but I'd rather have feedback, think the CR ramps should be x1 or x2 size? Added an extra route to the 6th base for evacuating workers. Thoughts on the theme/textures?

I think that the aesthetics are really cool! The way you have combined those two tilesets really fits your map's layout in my opinion.
Author of "[LCV]" maps on SEA and NA. Don't Panic. Member of the clan: JRB (Just Really Bad)
SwedenTheKid
Profile Joined July 2014
567 Posts
February 27 2015 09:14 GMT
#3197
Thank you! I personally love tile set crossovers of any kind, one thing I liked about your most recent map. For my new WIP I want to try either a Protoss Starship- Char Marshlands combination, similar to that of Golden Outpost, or a Shakuras-Snow combination. I really dig non-standard aesthetics.
Casual Mapmaker
LComteVarauG
Profile Joined January 2015
Australia158 Posts
February 27 2015 09:20 GMT
#3198
Here is my WIP map, Crumbling Hulk:
[image loading]

Bases and Analyser:
+ Show Spoiler +
[image loading]

[image loading]

[image loading]


I think this is my first real 4 player map!
Author of "[LCV]" maps on SEA and NA. Don't Panic. Member of the clan: JRB (Just Really Bad)
SwedenTheKid
Profile Joined July 2014
567 Posts
February 27 2015 10:11 GMT
#3199
Zerg could have trouble getting a 3rd in vertical spawns vs Terran, since they can't expand towards their opponent, while it benefits the enemy to do so. Map is pretty big, even for a 4p map, so that might help with ZvT or ZvP. One thing I would dislike might be that all the bases are on the outside edges of the map. Maybe put a half base (6 mineral, one rich gas) outside of the natural ramp, with it's mineral line hugging the unpathable hole area there (shrink it down to fit the base). It would also add more bases, 16 is a bit below average for a 4p map, I think. Just a suggestion.
+ Show Spoiler +
I really like half bases
Casual Mapmaker
LComteVarauG
Profile Joined January 2015
Australia158 Posts
February 27 2015 10:32 GMT
#3200
On February 27 2015 19:11 SwedenTheKid wrote:
Zerg could have trouble getting a 3rd in vertical spawns vs Terran, since they can't expand towards their opponent, while it benefits the enemy to do so. Map is pretty big, even for a 4p map, so that might help with ZvT or ZvP. One thing I would dislike might be that all the bases are on the outside edges of the map. Maybe put a half base (6 mineral, one rich gas) outside of the natural ramp, with it's mineral line hugging the unpathable hole area there (shrink it down to fit the base). It would also add more bases, 16 is a bit below average for a 4p map, I think. Just a suggestion.
+ Show Spoiler +
I really like half bases

About the Zerg vs Terran, I have made the map cross spawns so that should be fine But thank you about the half base, I might do that when I get a chance
Author of "[LCV]" maps on SEA and NA. Don't Panic. Member of the clan: JRB (Just Really Bad)
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