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Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin |
![[image loading]](http://i.imgur.com/Ts6j9UT.jpg)
This is just called StarTest, it is an experiment just to fiddle with map flow ideas. It has safer bases, with a pocket expansion, and everything is just easily cut to your side and the opponents side. I used rocks to have a to cut the map up. Some of the expansions aren't set in stone, but you can generally figure out where everything is going to go. The CC stand for where the mains will be. The textures were just make things easier to see, not prettier, and they will be worked on a lot. I think the map may be too small, but I am just trying something out and I don't spend a lot of time on the atheistic, so It's not a massive investment. hope to see some good feed back.
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![[image loading]](http://i.imgur.com/RkW3Pga.jpg)
Can anyone give me some advice? The map will be flat besides the mains. And I kinda want to keep the backdoor/watchtower. bounds are 156x156
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@hexe
Idk if the layout will work in this way. It seems really hard/awkward for the defender to hold a base past his natural. The problem I see is the defender has to move farther to defend more bases while the attacker can bounce between the natural and 3rd without much difficulty.
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Actually I figured the backdoor expansion would be a 4th or 5th base, but now that I took a day off, I think its too imbalanced in general connecting the terrain so close to the main.
What do you think of the majority of the map though? In terms of the wide open middle flatness with many attack paths? Maybe even making the mains at 12 o clock and 6 respectively
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I like flat maps with many attack paths, but I'm not sure if your layout has good flow, in other words the terrain obstacles seem pretty random (not to say its all random, the entrances into the 3rd/4th and other areas are obviously intentional). I'd advise to go with the Brood War style of "fastest rout is the most narrow/dangerous", with different paths to suit different armies and races etc. Also, making obvious choke points and open areas would also benefit the map. An example of both of these factors to some degree would be the recent map Rose of Dream. As of now I can't comment much on the map as a whole, I'd just keep experimenting. Good luck.
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![[image loading]](http://i.imgur.com/Hy4nqYv.jpg)
Was going for an old school BW shakuras look. Was hoping to get some feedback before I finish it up, any suggestions?
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your Country52797 Posts
I still think the main bases are too vulnerable to blink. To me, it seems like you need at least three bunkers to cover two bases against blink, which is too many.
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On June 09 2015 15:09 The_Templar wrote: I still think the main bases are too vulnerable to blink. To me, it seems like you need at least three bunkers to cover two bases against blink, which is too many.
Agreed. Those 2 middle platforms don't really need to be that big either so it's an easy fix. I like the idea for shakura's tileset there, it rather suits it.
Here's an early WIP, has a long way to go but just posting it if anyone has thoughts
![[image loading]](http://i.imgur.com/r9mMvON.jpg)
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your Country52797 Posts
Fatam, looks to me like your map is also pretty bad for blink? You can move between four different potential spots to blink into different parts of the main/natural base pretty easily.
The rest of the layout looks cool, although I don't get the ridges vertical to the main/nat.
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On June 10 2015 11:16 The_Templar wrote: Fatam, looks to me like your map is also pretty bad for blink? You can move between four different potential spots to blink into different parts of the main/natural base pretty easily.
The rest of the layout looks cool, although I don't get the ridges vertical to the main/nat.
hmm yeah, I should have made it clear that blink won't be possible at the 3rd, there will be doodads behind the geyser/minerals other than a tiny path to the reaper spot. So the "nat" is the only place you have to watch for blink. The highground pod underneath the nat is to make interesting army interactions and just make sure you can't easily walk a giant 200/200 army underneath their nat lol. Also cliffwalkers can go up and down there with it being only a 1 level difference.
It may be an abuseable as fuck feature, not sure :-P I was thinking it could do weird things to zerg like either force a spine or two there or force roaches instead of lings if there is harass since otherwise you could probably just do a medivac elevator back and forth, or blink back and forth if they are just using lings to defend.
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This is my first (still work in progress) melee 1v1 map.
Its called Trap Way Station.
I would like for most engagements to take place in the middle or around it and the rest of the map would be used more for harass only. The low ground in the middle will make a need for protoss players to micro their death ball more wisely and not just a-moving. Another big engagements I would like to take place at the third (the one next to the main base). One specialty about this place of the map is potential early harass. If you control Xel'Naga tower you can go shorter way and work on rocks not being spotted. If it is the opponent who is controling Xel'Naga tower you can choose to go around the map unspotted, but it is a longer way. The other potentially 3rd base is above/under the natural. I was actually thinking to make it a bit more opened space so there will be another chance for bigger engagements. So basically I am thinking about removing that cliff with flowers or making it smaller. Another thing I was considering is to add 3rd ramp leading to the gold base. At the 4th base (the one which is grey on high ground next to the Xel'Naga tower) there will be good harass potential for terran players (elevator). Same very good potential for terran players is at the another potential 4th base in terms of drops and using that cliff. Many places to hide tech and/or pylons for protoss players.
Ask me any question and gimme any tips/advices/opinions !
Thanks !
Full picture here: http://i.imgur.com/mD1cv5Z.jpg
![[image loading]](http://i.imgur.com/gwF5dwa.jpg)
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Hey guys, getting back to mapmaking here. I have this draft, good or bad?
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On June 12 2015 22:03 OtherWorld wrote:Hey guys, getting back to mapmaking here. I have this draft, good or bad? ![[image loading]](http://i.imgur.com/wzFjtKu.png) That's a really interesting middle OtherWorld, but I think perhaps you could add more complexity to the main-natural-third parts of the map? The forward forth for example seems a bit too open, and main might be a bit too blinkable (though you probably are planning on adding doodads between the natural ramp and the main's edge based on that gap).
I think that the concept of the middle could be very interesting to play with, especially as it utilises choke points early on, which are usually more interesting than wide-open areas. It additionally forces players to more actively scout because there are so many more possible attack paths. 
- Also, it would be really cool to see the middle high grounds still being preferable to the lower but wider ground nearby in the late game, but without game changes (like a stronger high-ground advantage) it might not be possible.
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hey guys, here are two of my current WIP. One a 5 spawn and the other a 3 spawn.
World Beyond Sight/Lunar Sanctuary/Sailor's Moon 168x168 bounds
![[image loading]](http://i.imgur.com/oiDb2jS.jpg)
Incidence (Freakling port) 172x172 ![[image loading]](http://i.imgur.com/jYOWZqp.jpg)
All highgrounds are unpathable
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your Country52797 Posts
My two cents:
On June 15 2015 13:25 SwedenTheKid wrote:![[image loading]](http://i.imgur.com/oiDb2jS.jpg) Some positional imbalance, some of the high grounds above the main look wallable while others don't, the two main attack paths are really close to each other. I might increase the size of the middle?
Confusing visuals, three bases is incredibly easy while the fourth base is incredibly hard.
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Russian Federation421 Posts
On June 15 2015 13:25 SwedenTheKid wrote:Incidence (Freakling port) 172x172 ![[image loading]](http://i.imgur.com/jYOWZqp.jpg)
The main has a backdoor entrance (how wide is it?) and backdoor rocks to the third? It looks like it will be pretty easy to hold three bases later but it will be susceptible to early all-ins. Won't it have problem with blink due to even height?
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On Incidince, the counterclockwise bases are the mains. Very small backdoor to the natural/3rd. I forgot to mentio that the farther natural will be a half base, and I might block the backdoor with a mineral patch (with 20 minerals to mine out). Due to the mothership Core, blink will not really be impacted by the same cliff level. Besides, most areas are not blinkable.
@TheTemplar the visuals are confusing as of now, but they will be cleared up. It's very early I development and I am aware of the easy 3rd but hard 4th. This issue will be resolved. Also, on the 5p map, all ramps can be walled with equal amounts of structures. It's a bit confusing at first due to the cardinal ramps but they can be easily walled. I'll upload an image latter.
Edit- on the 5p map, you wall in your base at the bottom of the ramp. The high ground is unbuildable. Yeah, it's experimental. Zerg has overlords, Protoss has mothership core, and Terran can lift off buildings? Probably a terrible idea, but I could always scrap it.
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hi
![[image loading]](http://i.imgur.com/ojgluCD.jpg)
i dont remember if i ever posted this version so here yall go.
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@a176
Good map. Maybe a bit hard to hold 4 bases though? Maybe decrease the open areas in the center? Your call.
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Hello, so i have been working on this map lately, tried to make standart-oriented map without any goldbases/watchtowers. Any ideas ? 
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