Work In Progress Melee Maps - Page 161
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Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin | ||
SwedenTheKid
567 Posts
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Meavis
Netherlands1300 Posts
![]() 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. | ||
And G
Germany491 Posts
By the way, the decals at the 4 o'clock base are slightly off; you might want to fix that. | ||
Zweck
Germany211 Posts
Ive this one in creation, pls give me some feedback ![]() ![]() Some pathways are hard to understand in this picture so a little help: ![]() And the analysis: ![]() 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! | ||
SwedenTheKid
567 Posts
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SwedenTheKid
567 Posts
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. | ||
-NegativeZero-
United States2141 Posts
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. | ||
Coppermantis
United States845 Posts
![]() 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
567 Posts
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SwedenTheKid
567 Posts
Looks a lot better now. | ||
SidianTheBard
United States2474 Posts
@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. ![]() | ||
DraQeu
Belgium3 Posts
![]() 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 | ||
SwedenTheKid
567 Posts
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… ![]() 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. | ||
Coppermantis
United States845 Posts
![]() 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
United States2474 Posts
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) ![]() | ||
Coppermantis
United States845 Posts
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
United States2474 Posts
![]() 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! | ||
DraQeu
Belgium3 Posts
Image | ||
Coppermantis
United States845 Posts
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
567 Posts
Looks a lot better! Just a little tweaking of the terrain, and some more texture work, and you have yourself a solid first map ![]() 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! | ||
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