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Work In Progress Melee Maps - Page 161

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
SwedenTheKid
Profile Joined July 2014
567 Posts
February 27 2015 10:54 GMT
#3201
I'd say to avoid making it cross spawns at all costs. Cross spawn is intended for rotational maps, and defeats the propose of a 4 player map. You might as well make it a 1v1 map. Just outlaw vertical spawns, and I think your good.
Casual Mapmaker
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
February 27 2015 12:54 GMT
#3202
so I've taken TLMC feedback in, and this is the progress so far:
[image loading]
the main thing I'm trying to improve here is the artwork, textures specificly.
I've tried a couple thing but none of them seem to look better than what I have currently, and I'm running out of ideas atm.
"Not you."
And G
Profile Joined May 2012
Germany491 Posts
February 27 2015 13:22 GMT
#3203
I quite like the texturing, especially the ramps. Maybe add a few more light sources? But then again I'm probably not someone that should give advice on aesthetics.

By the way, the decals at the 4 o'clock base are slightly off; you might want to fix that.
not a community mapmaker
Zweck
Profile Joined February 2015
Germany211 Posts
Last Edited: 2015-02-27 16:53:37
February 27 2015 16:50 GMT
#3204
Hi!

Ive this one in creation, pls give me some feedback

[image loading]

Some pathways are hard to understand in this picture so a little help:

[image loading]

And the analysis:
[image loading]


Aesthetics are still very WIP btw, but i am pretty confident with the layout now i think

Ah, and i have a small question. Is there a way to change the colors of the doodads in a better way? I think i once saw the "Protoss decals" in yellow, but i only can find the cyan ones... But you cant really change their colors, just tint a little and make them darker right?! :/



Thanks!
https://www.instagram.com/instazweck/ ____ behance.net/brachert _____ https://zweckthings.tumblr.com/
SwedenTheKid
Profile Joined July 2014
567 Posts
February 27 2015 18:51 GMT
#3205
Go to data editor < terrain texture sets (I think that's what it's called) < texture applied groups. Select the tileset with the colors/ texture you want for doodads. You can also edit the color directly, with data < models < select doodad < texture applied groups.
Casual Mapmaker
SwedenTheKid
Profile Joined July 2014
567 Posts
Last Edited: 2015-02-27 19:00:38
February 27 2015 18:56 GMT
#3206
As for the map, middle area textures are confusing as it is. Either make the high ground a darker shade of metal, or make all the low ground sandy, or both. I'm fine with the cardinal ramps, as long as you add doodads to make it easy to wall (on there own, horizontal/vertical ramps are very awkward to wall [see earlier in this thread]).

Edit- are all the gas high yield? Because it looks like you put green lights on them. This is reserved for rich gas only, I made the same mistake with my map Moonshine a while back.
Casual Mapmaker
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
February 27 2015 19:35 GMT
#3207
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

On the contrary I think 16 bases is pretty much the maximum a 4p map should ever have, lol. Any more than that and you're edging into the turtle zone.
vibeo gane,
Coppermantis
Profile Joined June 2012
United States845 Posts
Last Edited: 2015-02-27 19:55:52
February 27 2015 19:53 GMT
#3208
[image loading]

Size is 148x148 by the way, about the size of King Sejong Station. Feels bigger, though, likely because it's wider than that map. It's got wholly 14 bases, which might be excessive. I might do away with the top left/bottom right bases if they're too unnecessary.
SwedenTheKid
Profile Joined July 2014
567 Posts
February 27 2015 19:55 GMT
#3209
Wow, I totally missed that, thanks -NegativeZero-. I agree 16 is already a large amount.
Casual Mapmaker
SwedenTheKid
Profile Joined July 2014
567 Posts
February 27 2015 19:57 GMT
#3210
@Coppermantis
Looks a lot better now.
Casual Mapmaker
SidianTheBard
Profile Joined October 2010
United States2475 Posts
February 27 2015 21:21 GMT
#3211
@Meavis, I bet taking the lowest ground level and making it either a type of sand, dirt or even a grass mixture would make the map really cool. Right now it's just so monotone. I think changing up some of the metal textures that you did is a nice step but I feel you should change the lowest level imo. Either a heavily forested area or a bare spiked rocky area would be neat imo.

@Zweck
The overall flow of the map seems like it could use some work. A lot of the terrain feels un-natural. Too many long straight lines. The backdoor to the main isn't that interesting because there is no reason for it. You will never break the rocks down and take that back base because you're better off expanding counter-clockwise because it won't spread you out as thin and it's overall closer to each other. The mineral field placement is a bit weird too. Some of the gasses (the one in the main especially) is pretty far from the CC so it'll take 4 if not 5 workers to saturate it. Honestly the best bet is just open up any ladder map and just copy/paste those mineral fields into your map. Also make sure to give room behind minerals & gas on at least some of the bases (usually main and nat for sure) just so you can place static def behind them if needed.


@Copper
I feel like the overall map is a little too large. I also don't think you need the 3 & 9 o clock bases. I'd shrink the entire map by a little bit and remove those bases, if you could do something like 148x130 or so I think that'd be better. I'd go ahead and move the main minerals a little closer to the main ramp. Currently they feel a little far away from it and stuffed in the back corner of the main. There also does seem to be a lot of open space outside the natural, but I think squishing the map in a bit would actually help with that as well.

What's up with the giant doodads taking up a tooooonnnn of space? That alone should tell you either you should mess with the terrain around the map, or the map is too large. Also, It'd require some testing but I'd be careful with having all those ramps right outside the natural. It could make contains / all-ins too strong since for you to break out of a contain you'd have to walk down a ramp, then up another ramp before you could start attacking them. Could make tanks/mines/bunkers/forcefields/storms/col too strong. Have you thought of putting the CCW 3rd on the lowest ground level as well? Then you could remove one of the 3 ramps, which could make it "feel" a bit safer.

________________________________

Map I was messing around with, having done any texturing because I'm not 100% I like the layout just yet. Was only going to include 10 total bases but I thought adding a 6th for each player opens up the expansion possibilities. I want to include watchtower(s) but haven't really found a place I like yet. Map size is 142x132.

[image loading]
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
DraQeu
Profile Joined February 2015
Belgium3 Posts
Last Edited: 2015-02-27 21:50:28
February 27 2015 21:49 GMT
#3212
This is my first map that I ever made (which still doesnt have a name cuz I can't think of a good one )
It is a two player map with 14 bases (12 normal, 2 gold), it features 3 xel'naga towers and a reaper paht to the side of the main. I am pretty statisfied with the map layout, but I think that the map may be too large and chooky. Map size is 156x156.
Image
If your hate could be turned into electricity, it would light up the whole world.
SwedenTheKid
Profile Joined July 2014
567 Posts
Last Edited: 2015-02-27 22:42:02
February 27 2015 22:31 GMT
#3213
@DraQeu

Since its your first map, I will try to give constructive feedback.
Bases-
So, lets start with the main base and natural. Main is a bit large, but that doesn't bother me, since I usually have large mains on my maps as well. Natural is smaller, which is good. Creep spread from the Natural hatchery will cover the choke, which is pretty important in ZvZ. However, I would rotate the Natural mineral line 45-90 degrees counter clockwise, because now it interferes with the wall off/army positioning. You also need some dead space on the cliff behind the forward 3rds mineral line, because as of now ranged units with sight can give problems to the defender. The vertical 3rd is fine as it is. the outside 5th and 6th bases are fine, but a bit awkward with that back path ( I advise to make more simple pathways, with less ramps ). Only bases that I am not ok with would be the golds. Very easy to negate, while awkward to hold and maneuver around.
Layout-
As I said, with some adjustments, the main/nat/3rd/4th setup is decent. Here is where it gets ugly. The middle is just a mess, to be honest. It makes you push the forward 3rd into the natural, and just hard to navigate especially in certain match ups. My advice would be to just redo it with a simpler, (2 cliff level preferably) cleaner middle. The Drawing is just a suggestion…
[image loading]

Edit- Actually, a middle high ground would be nice, as long as it had a good shape and wasn't awkward. Its really to open in my drawing. Maybe call it "Amongst the Ruins" (BW reference?), but I tend to name my maps after I get a good theme finished.
Casual Mapmaker
Coppermantis
Profile Joined June 2012
United States845 Posts
February 28 2015 03:54 GMT
#3214
[image loading]
Later version. I shrunk it a little, down to 148x140. The pit in front of the natural is still there, but there's an alternate route that can be opened up to provide a flanking route if the enemy's made it into too much of a killzone.
SidianTheBard
Profile Joined October 2010
United States2475 Posts
February 28 2015 05:31 GMT
#3215
@Copper

I still think you can shrink it even more if needed. Also, drew out my thoughts on it, let me know what you think! (or if you have no clue what I mean haha)

[image loading]
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
Coppermantis
Profile Joined June 2012
United States845 Posts
Last Edited: 2015-02-28 06:10:56
February 28 2015 06:02 GMT
#3216
I think I get most of it, but what's the red supposed to signify?

I like having the central low-ground avenue, but I suppose if I incorporate at least some of your changes to the third/fourth it would still end up more or less how I intended. I'll play around a little and see what I end up with. And as for the four-ramp intersection, that's another feature that I'm particularly partial to, but if it proves to be a real problem then I suppose I could alter it.
SidianTheBard
Profile Joined October 2010
United States2475 Posts
Last Edited: 2015-02-28 06:24:45
February 28 2015 06:23 GMT
#3217
Oh, red is still middle ground. I was using MSPaint so yeaa.... Pretty much red = same ground level as orange, sorry about that.

Also, remember it is your map. Don't just do every change I suggest. Possibly try it out if you think it could work, but it's seriously your judgement call. Everybody maps differently!
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
DraQeu
Profile Joined February 2015
Belgium3 Posts
February 28 2015 12:48 GMT
#3218
I redesinged the middle, pushed out the forward 3th, changed the back path and somle more things. Is this looking better?
Image
If your hate could be turned into electricity, it would light up the whole world.
Coppermantis
Profile Joined June 2012
United States845 Posts
February 28 2015 14:00 GMT
#3219
On February 28 2015 15:23 SidianTheBard wrote:
Oh, red is still middle ground. I was using MSPaint so yeaa.... Pretty much red = same ground level as orange, sorry about that.

Also, remember it is your map. Don't just do every change I suggest. Possibly try it out if you think it could work, but it's seriously your judgement call. Everybody maps differently!


Yeah, it's just my lack of self-confidence that makes it so that everytime someone suggests something I don't agree with, I assume it's because they know something I don't. I don't have much time to work on it today, but I'll fiddle around later--part of the [embarassing] reason I'm loathe to make size changes is because I made the dumb mistake of doing aesthetics before mostly finalizing the layout. Major changes to the terrain can be dealt with, but actually changing the size of the map makes that a nightmare, egh.
SwedenTheKid
Profile Joined July 2014
567 Posts
February 28 2015 17:28 GMT
#3220
@DraQeu
Looks a lot better! Just a little tweaking of the terrain, and some more texture work, and you have yourself a solid first map here is what I would recommend (don't have drawing softwear right now, so might be a bit hard to explain)

I think what you did with the middle was fine, but the area directly outside the naturals ramp (just vertical to the low ground 3rd) is pretty chokey, which will be a problem because you will need to move armies through there while defending the 3rd. Try to push the crescent-like cliffs around the watchtower inward a bit, so the space directly outside the natural ramp is less chokey than the ramp itself. Also might want to concider thining down the unpathable high ground horizontal to the low ground 3rd, to give more space to the defender. I think what you did with the golds is fine, although the outside watchtowers are kinda just thrown in there without a good reason.

As for the details, I highly recommend checking out [G] Basic Texturing Principles, as well as [H] Aesthetics, they can give you the basic rules for making any map look good aesthetically.
Good luck!
Casual Mapmaker
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