Cool, kinda reminds me of a team play map the way te bases are set up. I assume the gold is meant as an optional risky 3rd, which is a nice addition.
Work In Progress Melee Maps - Page 169
Forum Index > SC2 Maps & Custom Games |
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin | ||
SwedenTheKid
567 Posts
Cool, kinda reminds me of a team play map the way te bases are set up. I assume the gold is meant as an optional risky 3rd, which is a nice addition. | ||
Fatam
1986 Posts
+ Show Spoiler + might be cool.. would help with base spacing. I do like the gold base there, things that encourage army movement away from the center are great, and as someone said it is not super far away so it could be taken as a dangerous 3rd. I would say the most unorthodox thing here that no one has mentioned is the highground next to the nat where the rocks/3rd is, and how wide that entrance is once the rocks are down. Balanced? Idk. Definitely different though. | ||
Zweck
Germany211 Posts
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Zweck
Germany211 Posts
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MarcusRife
343 Posts
On April 10 2015 02:10 Fatam wrote: so you'd have to manipulate the ramps and terrain some but I think something like this + Show Spoiler + might be cool.. would help with base spacing. I do like the gold base there, things that encourage army movement away from the center are great, and as someone said it is not super far away so it could be taken as a dangerous 3rd. I would say the most unorthodox thing here that no one has mentioned is the highground next to the nat where the rocks/3rd is, and how wide that entrance is once the rocks are down. Balanced? Idk. Definitely different though. It can definitely be utilized as a risky third but I was also thinking about the dynamics of it being a fourth. That is, how it might encourage the four bases to be better than staying on the standard three since you can keep the same amount of workers as a three base situation but transfer some to the gold to push a higher income. | ||
Fatam
1986 Posts
On April 10 2015 03:35 Zweck wrote: My latest WIP, pretty confident with this one, i think its ready for TLMC6 ;-) what do u think? ![]() Similar to Ohana but a little chokier/different middle. Whether that is a compliment or not is up to you :-P But that's what it makes me think of. | ||
SwedenTheKid
567 Posts
+ Show Spoiler + Poll: Color of fog? Black (5) Green (3) Yellow (2) Other... (1) 11 total votes Your vote: Color of fog? | ||
Fatam
1986 Posts
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Coppermantis
United States845 Posts
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Coppermantis
United States845 Posts
![]() Worried about the thirds. Seems it'll be too easy to hit it from behind with siege tanks and such. It's designed for HotS, so the new crap Terrans and Protoss can do with drops aren't a problem, but I can imagine Reapers and tanks especially being problematic. High ground pods aren't droppable. | ||
Zweck
Germany211 Posts
hm but i think im gonna stick with this, since it plays out completely different as a map hm or maybe i change it? lets see well now i think, im gonna change the natural+third layout a little bit | ||
RoomOfMush
1296 Posts
Name of the map is Terror Forming, water is not pathable, background should be space since it is a space station (but I am too noobish to do that) 14 bases, no gold, no watch towers. ![]() I was thinking maybe it is a little bit too choked but its already pretty big for a 1vs1 map. I was also thinking about maybe adding gold bases to the 11 / 5 expansions forcing more scouting for ninja expands. | ||
Fatam
1986 Posts
it is a little chokey but not super chokey. What are the playable bounds? | ||
RoomOfMush
1296 Posts
What do you think about the base layout? I was trying to go for something non-standard. | ||
Zweck
Germany211 Posts
![]() And i dont really know how to properly use LoS Blockers, kinda unsure about them. So, first one: + Show Spoiler + 2nd one: + Show Spoiler + everythings pretty WIP of course (texturing and such) | ||
Zweck
Germany211 Posts
Terrans gonna drop on Third Base and gonna siege main/nat pretty hard behind the safe rocks i think.. They can easily controrl the ramp from there. Why not make the third from highest cliff level to lowest and "invert" all the appropriate ramps from "up to down" to "down to up" , u know? And the ramps in the middle are maybe a little chokey i think | ||
JPR
Netherlands25 Posts
Frostburn 172x164 Overview: ![]() 90º Overview: ![]() Information/Analyzer: + Show Spoiler + ![]() ![]() Frostburn is my second Starcraft II map and my first 4 player map. I plan to submit it to the TLMC6 once it is done. I am currently in the whiteboxing stage and I woud like some feedback on the layout of level. Do you like it, do you hate it, and most importantly: why is that the case? If you have any tips, criticisms, concerns, or suggestions please let me know. I have some things I'm corcerned about myself and I'm still trying out different things, but I'd like to hear what you think. | ||
Zweck
Germany211 Posts
![]() why not just cut it out and make it sth. like this: ![]() Just an idea :-) | ||
JPR
Netherlands25 Posts
On April 12 2015 06:05 Zweck wrote: Im not a big fan of this lowground right here: it is not really tactically interesting i think, because u can move from everywhere to everywhere without having to think about positioning, (im not a big fan of inferno pools eiter btw^^) ![]() why not just cut it out and make it sth. like this: ![]() Just an idea :-) Interesting suggestion, thanks. ![]() Connecting the highground like that changes up the middle of the map a lot. I'll try playing around with that to see what works. | ||
Zweck
Germany211 Posts
![]() just an example.. + Show Spoiler + ![]() | ||
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