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Work In Progress Melee Maps - Page 173

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
WELPAX
Profile Joined March 2012
Switzerland21 Posts
April 27 2015 18:40 GMT
#3441
@Rukis;
Thx for your feedback! :-)

+ Show Spoiler +
Need help deciding on a name. I'm up for suggestions, also looking for some constructive criticism.

[image loading]

Maybe something with "White"+"..." or "Clear"+"..."
paCe
NinjaDuckBob
Profile Joined March 2014
191 Posts
Last Edited: 2015-04-28 01:45:06
April 28 2015 01:20 GMT
#3442
@Rukus:

Hmmm reminds me of maybe some sort of compound, or base, or outlook. "Eye of [something/somewhere]" maybe, actually reminds my of the SC1 Overmind portrait except different colors of course. Deadeye maybe?

Middle and backdoors could make for some interesting positional play.

How Blinkable are the main Mineral lines and can Tanks and Colossi attack it from outside the main? Could be some defense distance issues there between the natural and main Mineral line (particularly in the Tank/Colossus case).

Seems like it would be quite difficult to hold a 3rd, it seems kind of far away and is only accessible by chokes. The other nearest bases to the main are either far away or don't provide enough income for the risk (middle bases).

Main bases seem kind of small.

Just some ideas:

-- Expand the main toward the natural, and move the natural closer to the 3rd. Do it in such a way where you can fit the main mineral line to where it's on the other side of the main base than it's on currently.

-- Maybe widen the ramp to the 3rd and maybe then put rocks on it.

-- Take out one of the rocks on the backdoor area adjacent to the main to make one of those expansions a little more accessible.

-- Make the half-bases half-golds. Still exposed, but takes less to saturate and provides a little more income, while being a good investment for a shorter amount of time rather than a meh investment needed to be held over a longer amount of time to be worth it.
NinjaDuckBob ~ Fear the fuzzy!
Rukis
Profile Joined April 2009
United States252 Posts
April 28 2015 08:49 GMT
#3443
Desert Phenomena/RE

There are 2 types of this map. Published to all regions. One has gold bases in the middle and the other does not!

Read completely to the bottom please!

Map Info:
+ Show Spoiler +

Large:
P 172 x 165
F 184 x 176
16 full bases
4 Half gold bases


Description:
+ Show Spoiler +
This area of the world had once been full of cliffs. And now is an outpost in a sea of sand. Initially dominions have tried building a central zone in nature's phenomenon. However soon after they found themself faced with deadly creatures, leaving this natural enviromental phenomenon for good.


[image loading]

Map Images:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]


Update:

Map is cross spawn.

I expended the main towards the natural and move the natural towards the third.

Placed high cliffs between the thirds ramp and the natural, took out the bridge between the third and natural.
- Also note that I did this because with one of the debris gone taking the third is not as easy as turtling on most maps
because the third has 2 entrances and so does the main (with the debris cleared).

Removed the destructible debris from the mains ramp.
- I decided instead of removing one the debris to a base would rather leave it up to player choice to which one he wanted.

I created 2 versions of this map one with and one without gold half bases in the middle.
- My thoughts were that the middle would be late game bases that would be taken. However with half gold bases I felt player would try to get greedy. So I am testing both maps at this point.

Tanks are now not able to hit mineral line. However near the cooling tower if placed correctly can target a building behind the mineral lines (can still not hit the mineral line).
-I dont think this is overpowered at all reason being is you have 2 options defend or go on the offensive.

Please send your replays to Iccuponly@gmail.com if you do end up playing this map. I would like to see what I can fix/change if it becomes a problem later. A long post and so I give my thanks to those who read it! Remember there are two versions of this map!
Flash was the Genius, Nada was the true god.
Rukis
Profile Joined April 2009
United States252 Posts
April 28 2015 08:51 GMT
#3444
On April 28 2015 10:20 NinjaDuckBob wrote:
@Rukus:
+ Show Spoiler +

Hmmm reminds me of maybe some sort of compound, or base, or outlook. "Eye of [something/somewhere]" maybe, actually reminds my of the SC1 Overmind portrait except different colors of course. Deadeye maybe?

Middle and backdoors could make for some interesting positional play.

How Blinkable are the main Mineral lines and can Tanks and Colossi attack it from outside the main? Could be some defense distance issues there between the natural and main Mineral line (particularly in the Tank/Colossus case).

Seems like it would be quite difficult to hold a 3rd, it seems kind of far away and is only accessible by chokes. The other nearest bases to the main are either far away or don't provide enough income for the risk (middle bases).

Main bases seem kind of small.

Just some ideas:

-- Expand the main toward the natural, and move the natural closer to the 3rd. Do it in such a way where you can fit the main mineral line to where it's on the other side of the main base than it's on currently.

-- Maybe widen the ramp to the 3rd and maybe then put rocks on it.

-- Take out one of the rocks on the backdoor area adjacent to the main to make one of those expansions a little more accessible.

-- Make the half-bases half-golds. Still exposed, but takes less to saturate and provides a little more income, while being a good investment for a shorter amount of time rather than a meh investment needed to be held over a longer amount of time to be worth it.


I definitely took what you said into consideration. I did like the names however I felt that the name was missing something important like it was in the middle of a desert. So with how the map was shaped I figured it looked more like a phenomenon in the middle of a desert.
Flash was the Genius, Nada was the true god.
Fatam
Profile Joined June 2012
1986 Posts
April 28 2015 19:56 GMT
#3445
[image loading]

Thoughts on layout or the legibility of aesthetics? I think they look fairly good and easy enough to see what's going on up close + Show Spoiler +
[image loading]
, but the overview is maybe not so clear.

Layout is pretty simple other than the XNT in the middle guarded by rocks from either side which is a little unusual.
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
Rukis
Profile Joined April 2009
United States252 Posts
Last Edited: 2015-04-29 04:45:44
April 29 2015 04:41 GMT
#3446
On April 29 2015 04:56 Fatam wrote:
+ Show Spoiler +
[image loading]

Thoughts on layout or the legibility of aesthetics? I think they look fairly good and easy enough to see what's going on up close + Show Spoiler +
[image loading]
, but the overview is maybe not so clear.

Layout is pretty simple other than the XNT in the middle guarded by rocks from either side which is a little unusual.



I think instead of the third being on a high ground make it in a low ground concave, with 2 openings one covered by rocks.
Personally dont like the XNT or at least where it is, the middle ground is in an akward postion maybe just make it more open or make it into a low ground path. - Usually my style to focus on the middle/middle bases

Edit: You could also keep the high cliff covering the mineral line if you feel the base would be too exposed to cliff attacks ( so the players would need an air unit to see of the high cliffs as they walk by it or to through the ramp entrance via by destroying rock or the open ramp.
Flash was the Genius, Nada was the true god.
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2015-05-04 23:57:30
May 04 2015 23:56 GMT
#3447
[image loading]

Latest. Clarified the textures a bit, I think it's easier to read although the aesthetics are still very WIP.

Changed the highground 3rds and completely redid the middle. Map might be too chokey now, still working on ideas. I wanted to make the middle base viable and thought it would be pretty tough to hold w/out that choke there. But maybe I can open it up in other places or ditch the base.
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
eTcetRa
Profile Joined November 2010
Australia822 Posts
May 07 2015 15:46 GMT
#3448
The whole map looks very choked to me. Not sure where I would want to open it up though. Definitely in the center or just around it, though.
Retired Mapmaker™
Fatam
Profile Joined June 2012
1986 Posts
May 08 2015 01:10 GMT
#3449
Thanks for the reply. It may be one of those "face only a mother can love" layouts where it takes you a while to realize it needs to be completely rethought/redone. Working on a remake of an older map that I think is going really well, so I may just shelve this wip for a while and come at it w fresh eyes @ some point.
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
Rukis
Profile Joined April 2009
United States252 Posts
May 08 2015 03:42 GMT
#3450
I personally think removing the hole or make it smaller because the natural already has a choke point.
Flash was the Genius, Nada was the true god.
Pasketi
Profile Joined May 2015
Finland16 Posts
Last Edited: 2015-05-12 21:09:15
May 12 2015 10:22 GMT
#3451
Hello there! I've played SC2 for 'bout a year now and would like to learn to create maps. Since I don't have access to SC2 editor in a couple of hours, I decided to sketch an idea of a map on to paint.

[image loading]

The idea was to take a small map and make it a little more macro-oriented. Xelnaga in the middle would give vision to both golden bases, but i.e. Siege tanks wouldn't be able to shoot the mineral line. There are rocks on both sides of Xelnaga. The bases would have a pocket expansion and a natural with a wide ramp. Possible fourth and fifth expansions would be difficult to secure, but going to 2 and 3 bases would be fast and efficient. At the same time, while the map is short, main bases will be prone to cheeses, but rocks on the Xelnaga slow early game strategies down marginally. Later on in the game mid will become a conflict zone.

Some points I have gotten from the first people I have shown this picture:
- While being easy to take 2 or 3 bases, zerg might have difficulties in holding terran and protoss 3 base plays while trying to expand further in the map.
- Proxy stargate / starport is a threat from the expansion near pocket expansions
- If Xelnaga is on high ground, siege tanks will become a huge problem. If Xelnaga was lowered, it would be easier to engage siege tanks.

I'd like to hear some feedback from everyone, who has an opinion. If you have questions, ask away.

EDIT: I managed to build the map.

1v1
Name: Isle Lumbrero (or Lumbrero Isle in europe?)
Published on: Europe, America
Playable bounds: 124x124
Overview:
[image loading]
[image loading]
Fatam
Profile Joined June 2012
1986 Posts
May 12 2015 21:19 GMT
#3452
[image loading]
Angled - + Show Spoiler +
[image loading]


Edit of an older map, aesthetics probably still need a bit of a facelift once I nail down the layout 100%.
Ambiguous expansion patterns per my usual
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
Rukis
Profile Joined April 2009
United States252 Posts
Last Edited: 2015-05-12 22:54:21
May 12 2015 22:53 GMT
#3453
On May 12 2015 19:22 Pasketi wrote:
+ Show Spoiler +
Hello there! I've played SC2 for 'bout a year now and would like to learn to create maps. Since I don't have access to SC2 editor in a couple of hours, I decided to sketch an idea of a map on to paint.

[image loading]

The idea was to take a small map and make it a little more macro-oriented. Xelnaga in the middle would give vision to both golden bases, but i.e. Siege tanks wouldn't be able to shoot the mineral line. There are rocks on both sides of Xelnaga. The bases would have a pocket expansion and a natural with a wide ramp. Possible fourth and fifth expansions would be difficult to secure, but going to 2 and 3 bases would be fast and efficient. At the same time, while the map is short, main bases will be prone to cheeses, but rocks on the Xelnaga slow early game strategies down marginally. Later on in the game mid will become a conflict zone.

Some points I have gotten from the first people I have shown this picture:
- While being easy to take 2 or 3 bases, zerg might have difficulties in holding terran and protoss 3 base plays while trying to expand further in the map.
- Proxy stargate / starport is a threat from the expansion near pocket expansions
- If Xelnaga is on high ground, siege tanks will become a huge problem. If Xelnaga was lowered, it would be easier to engage siege tanks.

I'd like to hear some feedback from everyone, who has an opinion. If you have questions, ask away.

EDIT: I managed to build the map.

1v1
Name: Isle Lumbrero (or Lumbrero Isle in europe?)
Published on: Europe, America
Playable bounds: 124x124
Overview:
[image loading]
[image loading]


You need to Increase the size of everything a good rule of thumb is to use a hatchery. The main should not have creep reaching the edges (except if you are going for minerals being close to the edge) There should also be enough aread to throw down a lot of tech/buildings.

Heres a link to help you on what else you should do
http://us.battle.net/sc2/en/forum/topic/5967956949

it takes a while to build a good map making foundation. So I suggest loading up other makes and look at how the build the terrain (not the aesthetics).
Flash was the Genius, Nada was the true god.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 13 2015 01:27 GMT
#3454
@Pasketi: Definitely needs work on proportions and various issues around the map. But more than that your overall concept should be revisited imo. The blocked center pathway means the only ground army transit paths are incredibly far apart and lengthy. This generally makes for either turtley play or base trade decisions. Once the center pathway is open the distance is far too short and the path very choked, making it very hard for zerg. I would consider adding additional paths through the center of the map on either side of the tower to make things both more balanced and more interesting.

@Fatam: I really like the pocket forward 3rds. Inc picture with redesign thoughts on the corners.
Comprehensive strategic intention: DNE
Rukis
Profile Joined April 2009
United States252 Posts
May 13 2015 12:06 GMT
#3455
Metal Platform
(Simple name I guess just something to call this)
Overview
[image loading]

Map images
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]


Could definitely use some help via aesthetics, other than that I think base set ups are standard in a sense.

map is 166 x 152 playable.
12 normal 2 high yield bases

PM if you wouldn't mind helping.
Need some thoughts on improvements.
Flash was the Genius, Nada was the true god.
Pasketi
Profile Joined May 2015
Finland16 Posts
Last Edited: 2015-05-13 15:48:21
May 13 2015 15:47 GMT
#3456
@EatThePath and @Rukis: Thank you for constructive critizism. I made some changes to the map layout. It became a lot faster. Again, feedback is welcome (The collapsible rocks are an experiment)

Here's the map now:

1v1
Name: Isle Lumbrero
Published on: Europe, America
Playable area: 124x124
Overview:
[image loading]
Analyze:
[image loading]

EDIT: Your flood control has a hole in it. PM me for more info.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2015-05-13 17:01:06
May 13 2015 16:31 GMT
#3457
@Rukis: 3rd bases are quite far, maybe pull the 6/12 closer. Even put them on the same highground near the main -- this would make the rocks a lot more impactful. Also would give you some space to take the center bases further away from the cliffs. Right now those are really really vulnerable bases. Makes it almost impossible for zerg to take a 5th, or anyone if they're already behind. Imo the map bounds are too big and the space isn't used very efficiently, although you do need that breathing room on the low ground with your cool smoke pod hallways. I would remake the map and tilt the whole arrangement 20deg to the left, then reorient the main/nat/3rd/4th corners to fit into a narrower map bounds. Regarding aesthetics, keep it simple and readable. Don't do any fancy texturing until you're happy with the layout. Then start to add light accents unless you have a clear idea of more complicated schemes.


@Pasketi: That's starting to look much better. One problem you still have (for most critics) is that there are 3 bases behind one chokepoint. I recommend making the map a little bigger so various parts aren't so cramped and resource dense. Here's a picture with my thoughts:

[image loading]


@Fatam: The tower area seems kind of contrived but I like the idea of it. I reformulated it so it's more of a route choice and not just a snaggly area. It also serves as more of an aggressive option now than a "camp the 4th + 5th" checkbox although it's still good defensively of course. In order to make room for the peninsula I pushed the other 3rd closer. Doesn't have the Yeonsu run-around anymore but still has a cliffable spot. Nudged a few things around to make room / adjust proportions in these areas. Just some thoughts, take them as a brainstorm.

[image loading]

One thing I like is that the tower forces attacker to use the "secret hallway" to avoid it, which is kind of cool. Looking at that highground base, it'd be nice to differentiate it by making it somewhat cramped and therefore not great for a 200/200 army to sit and defend the ramps (I took some space away and gave it to the lowground). Like, it's a good defensive spot but not when under siege from all sides, requiring defender to be more active.

Noticed the mains are a bit small. You might want to push the nat further towards 3/9 to eek out a bit more yardage by the ramp and also fill in the map corners? idk
Comprehensive strategic intention: DNE
Fatam
Profile Joined June 2012
1986 Posts
May 13 2015 17:42 GMT
#3458
On May 14 2015 01:31 EatThePath wrote:
@Fatam: The tower area seems kind of contrived but I like the idea of it. I reformulated it so it's more of a route choice and not just a snaggly area. It also serves as more of an aggressive option now than a "camp the 4th + 5th" checkbox although it's still good defensively of course. In order to make room for the peninsula I pushed the other 3rd closer. Doesn't have the Yeonsu run-around anymore but still has a cliffable spot. Nudged a few things around to make room / adjust proportions in these areas. Just some thoughts, take them as a brainstorm.

[image loading]


Changes seem pretty interesting, some are almost certainly improvements. Definitely going to play around with some of them.

One thing I like is that the tower forces attacker to use the "secret hallway" to avoid it, which is kind of cool.


That was definitely the intention. I think the way you remade the 6 oclock base w/ that ramp probably makes it a little more likely that people will use the back hallway so I'll probably try that change.

Looking at that highground base, it'd be nice to differentiate it by making it somewhat cramped and therefore not great for a 200/200 army to sit and defend the ramps (I took some space away and gave it to the lowground). Like, it's a good defensive spot but not when under siege from all sides, requiring defender to be more active.


That could be interesting, especially if the highground bases were shrunk away from the edges of the map a bit, widening that back passage and really encouraging its use even more.

Noticed the mains are a bit small. You might want to push the nat further towards 3/9 to eek out a bit more yardage by the ramp and also fill in the map corners? idk


I think they are deceptively small because of how the mineral line is kind of in the middle of the main. If you slammed them against an edge the main would look a ton bigger. I can probably just move them a couple squares towards the bottom/top edge of the map without ruining the main2nat, and then fill out the corners with land.
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
Pasketi
Profile Joined May 2015
Finland16 Posts
Last Edited: 2015-05-13 18:19:14
May 13 2015 18:19 GMT
#3459
Am I quick or what

@EatThePath I implemented the improvements to the map and published the new version.

1v1
Name: Isle Lumbrero
Published on: EU, America
Playable area: 138x124
Overview:
[image loading]
Analytics:
[image loading]
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 13 2015 19:18 GMT
#3460
^_^ I think it looks good. How do you feel about it? Does it still have the original concept enough for you?

One last thing, I think there should be a reaper jump into the main at the cliff area you just adjusted.
Comprehensive strategic intention: DNE
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