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Work In Progress Melee Maps - Page 165

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
Magorion
Profile Joined March 2015
Canada11 Posts
March 17 2015 15:55 GMT
#3281
And G, I like the novel layout with the natural/thirds. I can see where the missing rocks are. I think you should just make the pathing more interesting between bases for vertical and horizontal spawns.
Allred
Profile Joined November 2010
United States352 Posts
March 17 2015 22:32 GMT
#3282
SwedenTheKid. I agree it is an interesting design. However the pathway leads to very 1 dimensional moving. I think the rocks going from the main to the 3rd/ natural need to be moved a little more towards the center to create possibilities for enemy movement into the main
An expert is a man who tells you a simple thing in a confused way in such a fashion as to make you think the confusion is your own fault. ~William Castle
SwedenTheKid
Profile Joined July 2014
567 Posts
March 18 2015 02:50 GMT
#3283
[image loading]

half bases now have 7 minerals instead of 6, and there is a backdoor into the alternate natural.
Thinking about possibly starting from scratch and making everything a bit smaller, as well as improving the symmetry.
Casual Mapmaker
SwedenTheKid
Profile Joined July 2014
567 Posts
March 18 2015 03:18 GMT
#3284
[image loading]

Progress on my oldest WIP, hope I'm not breaking any rules by posting so much, just been mapping a lot lately.
Playable bounds 128x128
Casual Mapmaker
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 18 2015 22:02 GMT
#3285
moar maps XD

@sweden: I think the 3p is going to have problems with distances being too short. Once the rocks are gone the push distance from CCW outer natural is so short. imo best practice with 3p is just to make them too big and use air blockers. It seems wrong for usage of space and compact design but the only alternative is to have A.) a broken map or B.) highly circuitous pathways to stretch out travel times. In fact, I think a larger map would highlight your back door design by making timing attacks "count" more, and not just a matter of course with multiple nearly equivalent and easily interchangeable options.
Comprehensive strategic intention: DNE
SwedenTheKid
Profile Joined July 2014
567 Posts
March 18 2015 22:57 GMT
#3286
@EatThePath

Dude it's already like 185x185

But yeah, the problem with 3p maps is not having a choice whe expanding away from your opponent, as well as it being always asymmetrical. Like I said, May redo it, possibly as a 4/2 player map. Thanks for confirming my fears however.
Casual Mapmaker
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 18 2015 23:14 GMT
#3287
On March 19 2015 07:57 SwedenTheKid wrote:
@EatThePath

Dude it's already like 185x185

But yeah, the problem with 3p maps is not having a choice whe expanding away from your opponent, as well as it being always asymmetrical. Like I said, May redo it, possibly as a 4/2 player map. Thanks for confirming my fears however.

Whoa doesn't even look like it from the angled view. It's those looping back-pathways to the alt nats. Maybe make them a narrow highground (like the E/W edges of Deadwing, but not that narrow) to save some map size and make more room in the middle. Also some transverse obstacles in the terrain would help. 3p is like one of the most restricting archetypes in SC2, you're basically relegated to catallena or merry-go-round. Still waiting for the mold-breaker.
Comprehensive strategic intention: DNE
Magorion
Profile Joined March 2015
Canada11 Posts
March 19 2015 19:50 GMT
#3288
No feedback about my map?
Tric
Profile Joined March 2015
United States21 Posts
March 19 2015 23:03 GMT
#3289
On March 20 2015 04:50 Magorion wrote:
No feedback about my map?



Isn't that a lovely feeling when you don't get a response? However in all honesty I think it is because no one knows what to sure to find your map and test it (minus "Heyday" in the analyzer image) and even then we don't know what server it is on or if it is even published at all. Not saying this is the reasoning... as I never got a response on mine, but it might make some people hesitant to try and find the map if there isn't specific information saying how to find it or if it is even able to be found at all.
SwedenTheKid
Profile Joined July 2014
567 Posts
Last Edited: 2015-03-20 20:20:16
March 20 2015 00:05 GMT
#3290
On March 17 2015 10:47 Magorion wrote:
This is my first Starcraft 2 map submission online. It's all weird and different so you probably won't like it. I was intentionally trying to break out of the standard layout since that is the only kind of map designing I have interest in. The idea for this map is to have 4 ambiguous thirds, each with their pros and cons. I'm curious to know what people's reactions are to it.

[image loading]

Analyzer
+ Show Spoiler +
[image loading]


There is a lot of stuff going on here, Maybe one of the reasons you haven't gotten feedback. First thing I noticed (it took a while to get a basic grasp on what was going on) was that you have a lot of bases very close to the starting location, as well as the map being very large. This could lead to stale games and favor Zerg in longer games. There is also a lot of "dead space" making counter attacks (including against the natural) to costly while also being easy to defend against. There is also still a lot of stuff going on, but I honestly don't know what good feedback I could give. Less bases and a smaller map, mixed with less constricting terrain (see Deadspace thread) to improve and promote aggressive play would be nice. Good luck.

Edit- Deadzones thread, my bad
Casual Mapmaker
And G
Profile Joined May 2012
Germany491 Posts
Last Edited: 2015-03-20 12:04:20
March 20 2015 12:03 GMT
#3291
One of the reasons why I don't give much feedback in here is because I don't want to spread negativity, so I only comment on maps that I generally like but perhaps see some smaller issues with. In my opinion, the maps that have been posted recently all need a fundamental redesign that would destroy the original concept in order to become decent, playable maps. I never listen to anyone that tells me one of my maps is shit and needs to be completely different, so I don't bother giving that advice, especially since my mapmaking philosophy is different from that of most other people anyway.

Also, I'm much more likely to give feedback if people ask specific questions, like the issue with the small ramp on the Blue Storm remake. Still requires the map to have a decent layout, though.

As a side note, it doesn't matter if no one is able to find a map on battle.net because no one is looking anyway. People here give their advice based on posted images and nothing else. It's the same even for the large majority of published maps that have their own thread. Which is another reason to be very careful about which advice you listen to, because for all you know the guy telling you to change the layout of the natural didn't even realize it has a backdoor blocked by rocks, or whatever. Other people might know more about mapmaking but no one knows more about your map than you.
not a community mapmaker
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 20 2015 19:17 GMT
#3292
@mag: meaning to get it, will edit
Comprehensive strategic intention: DNE
Alpaca10
Profile Joined March 2015
Germany15 Posts
Last Edited: 2015-03-21 17:39:02
March 21 2015 01:39 GMT
#3293
http://imgur.com/zwzwwnj
(not able to put a picture cause of the flood control of this site. I'm new on TL to learn and to post my first own map ever made)
Boundaries: 152*140

My first Starcraft map I've ever made. It's a small map with 4 bases and one rich mineral base per side. It is able to fly the whole map, which is ok I think for drops and harasses.
The fourth is able to keep safe by destroying these 2 rocks at the third base. The path is blocked then from the rocks at the third and the rocks that are already there at the gold.
I tried a lot for making my own map the first time. I want to improve and need help to make better maps in future!
Edit: Published now on EU&NA with some changes.
Allred
Profile Joined November 2010
United States352 Posts
Last Edited: 2015-03-21 05:20:24
March 21 2015 02:37 GMT
#3294
+ Show Spoiler +
[image loading]



Can I get some feedback on the design of this map?

The map allows for cross spawns only.

The key features to the map include the central island which if controlled by the tower allows the player to control much of the map, and is a key focus of control during the game. There are four paths to this area, but in the beginning of the game the land path is the only access to this point. Rocks create a narrow choke around the xelnaga tower and block access through the bridges.

Thanks!

I am also thinking about putting a second entrance into the main in the bottom right main, and top left main and having it walled off with destructible rocks. Any thoughts on this edit? thanks
An expert is a man who tells you a simple thing in a confused way in such a fashion as to make you think the confusion is your own fault. ~William Castle
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2015-03-23 04:11:00
March 23 2015 04:06 GMT
#3295
[image loading]

big version - http://imgur.com/Fkljkds

136x136

Still has a lot of aesthetics left to do but the texturing is mostly done. The untextured highground platforms are all unpathable. Haven't figured out how I'm going to texture them but I'd like to get more contrast.

The concept is one half of the map chokey one half more open, with some other ideas thrown in. Which player can force their opponent to fight where they want to fight (through harass or w/e) should be the key

Posting this here b/c I've been out of mapmaking for a while so my sense of proportions may be a bit off (way off?). Wondering if I overdid the chokiness in some areas. If you're wondering, the shortest rush distance is pretty short but not quite outside the acceptable bounds.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
Magorion
Profile Joined March 2015
Canada11 Posts
March 23 2015 05:09 GMT
#3296
SwedenTheKid: yeah, there is a lot going on. So the question is, is the fact that there is a "lot going on" a turn off for most people? As much as we want unique maps, do they need still to be pretty simple? There are four piles of rocks per player that each have a significant effect and open things up when they are destroyed. I don't believe there are a lot of dead zones actually, except at the top and bottom for one of the expansions, and that is intentional. I suppose you would need to play it to get a feel for how open or closed it really is. It actually isn't that large of a map.

And G, you can go ahead and say whatever you don't like about my map. As for specifics, do you appreciate the "ambiguous thirds" thing I am going for? Do you guys see the pros and cons for each of the bases beyond the natural? Do you think it would be too easy to hold multiple bases and generate stale games?

Would anybody like to test it out? I didn't publish it publicly.
Magorion
Profile Joined March 2015
Canada11 Posts
March 23 2015 05:29 GMT
#3297
+ Show Spoiler +
On March 23 2015 13:06 Fatam wrote:
[image loading]

big version - http://imgur.com/Fkljkds

136x136

Still has a lot of aesthetics left to do but the texturing is mostly done. The untextured highground platforms are all unpathable. Haven't figured out how I'm going to texture them but I'd like to get more contrast.

The concept is one half of the map chokey one half more open, with some other ideas thrown in. Which player can force their opponent to fight where they want to fight (through harass or w/e) should be the key

Posting this here b/c I've been out of mapmaking for a while so my sense of proportions may be a bit off (way off?). Wondering if I overdid the chokiness in some areas. If you're wondering, the shortest rush distance is pretty short but not quite outside the acceptable bounds.



Looks pretty balanced to me Fatam. The optional chokiness is done well. Fairly standard looking map except for those weird 4ths. They are a bit awkward looking but at least its unique. Good placement of rocks, towers and LOS blockers...
Zweck
Profile Joined February 2015
Germany211 Posts
March 23 2015 09:41 GMT
#3298
To Fatam: its gonna be hard to wall for Zergs on your map with how the natural is made...
https://www.instagram.com/instazweck/ ____ behance.net/brachert _____ https://zweckthings.tumblr.com/
And G
Profile Joined May 2012
Germany491 Posts
March 23 2015 19:05 GMT
#3299
On March 23 2015 14:09 Magorion wrote:
And G, you can go ahead and say whatever you don't like about my map.

The natural is too vulnerable; there are too many entrances. Also, it can be sieged from the low ground while the defender cannot attack units there at all.

I don't like the forward low ground third; try to keep geysers and minerals on one side of the base and have a reasonably wide attack path there even with a nexus/hatch/CC. Also, rocks belong on ramps. You can move them there while holding shift.

Cardinal ramps should be avoided; try to use diagonal ramps.

Try to be more simple in terms of pathing. E.g. instead of the two small ramps going up the high ground third/fourth from the middle, have only one larger ramp there. Always consider defensive concaves when designing chokes and ramps.

I always like expansion ambiguity, here however the execution just isn't good enough and the proportions are off. You should probably study Polar Night and King Sejong Station and try to understand the design decision there in regards to vulnerability of the natural and position of the thirds. Then you should either redo your map from scratch while emphasizing only the core aspects of your design philosophy, or start another project to come back to this one later.

Also, you should probably restrict yourself to three possible thirds. Not saying a map with four possible thirds can't be done, but this particular layout is better with just three IMO.



On March 23 2015 13:06 Fatam wrote:
[image loading]

I like this, mostly. Definitely good to see more axially symmetric maps.

I don't consider the SE part of the map particularly open, though; it's really just the part around the watchtower.

Some suggestions/comments, disregard at will:
  • I don't see the point of having large ramps to the 2/7 o'clock base with even smaller chokes right on top of them. Why not have smaller ramps in the first place?
  • I don't like the orientation of the two middle bases, why not rotate them so they're below the SW cliff?
  • Considering how far the SW base is from everything else, and how vulnerable it is from the high ground, and how it can be taken by either player, I'd prefer it to be a gold base.
  • If you want to emphasize the fact that one part of the map is more open than the other, it would make sense to remove the SW watchtower IMO.
  • I don't see the need for the rock towers. I'd just remove them, but then I never really liked those things.
not a community mapmaker
Fatam
Profile Joined June 2012
1986 Posts
March 24 2015 03:45 GMT
#3300
[image loading]

big - http://i.imgur.com/9r29goi.jpg

Thanks for the input, that was helpful. Made an alternate version with some major changes to the southeast half of the map along with a couple other tinkers. I think it's possible to get cute and add more los blockers to the huge open area (a common thing you see is to bi or trisect a large area with them), but not sure if it would be a good thing.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
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