Work In Progress Melee Maps - Page 176
Forum Index > SC2 Maps & Custom Games |
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin | ||
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The_Templar
your Country52797 Posts
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SwedenTheKid
567 Posts
On June 25 2015 05:17 The_Templar wrote: ^I'm worried about the 3 base situation in PvT. It seems like you have to stretch yourself very thin or take a very open central 3rd. Agree with Templar. Maybe add rocks to on of the flanks of the horizontal 3rd. | ||
rutrug
Slovakia5 Posts
+ Show Spoiler + | ||
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The_Templar
your Country52797 Posts
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SwedenTheKid
567 Posts
On June 25 2015 20:33 The_Templar wrote: All of those unnecessary cliffs look distracting and a bit ugly. I'm OK with the 3-4 base layout, although it seems like you misplaced the rocks into the main? Cliffs will change as development continues, for certain. All the rocks are in the correct positions. I assumed Protoss could wall the natural with gateways and cannons and then break the rocks in the main to secure the forward 3rd, and then take the clockwise 4th and 5th bases. While on the other hand, Zerg could just keep the rocks up and take the 3rd closer to the natural(counterclockwise). I haven't had much time to experiment however, so can't say how it actually would play out. | ||
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Liquid`Snute
Norway839 Posts
![]() anyone that would like to finish this map for me? adding less obnoxious texturing, some artwork, starting locations, maybe some line of sight blockers (only a few) and making sure all the stuff related to map bounds and such seems proper? i know so little about mapmaking and can't commit too much time to this hobby as a player ![]() ![]() edit: got a reply, thx!! | ||
Fatam
1986 Posts
![]() old template I've been messing with some, nothing too crazy but just subtly challenging how the first 3-4 bases have to be in a sc2 map. Texturing is just an idea, very unfinished. Was playing with the idea of collapsible rocks that could close off the 1/7 o'clock bases but wasn't sure if it'd be over the top. oh yeah it's 160x116, very short map. | ||
Zweck
Germany211 Posts
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EatThePath
United States3943 Posts
On June 24 2015 20:19 rutrug wrote: Hello, so i have been working on this map lately, tried to make standart-oriented map without any goldbases/watchtowers. Any ideas ? ![]() You succeeded ![]() @Fatam: That's cool. If anything the 3rd base is kind of easy, but the alternate nat entrance should offset that. I like the center facing "bridges" but the hole just outside the nat rock ramp should be removed imo. Need as much openness at the forward center base as possible for vulnerability. Imagine mech parked there. | ||
Fatam
1986 Posts
![]() + Show Spoiler + latest, aesthetics still very WIP but it's getting there. Ditched the old 3rd and came up with the large unpathable divider idea. | ||
RoomOfMush
1296 Posts
Map has 7 bases per player, 148x148, what do you guys think? (Click to enlarge) ![]() I would like to know if this basic setup is okay. The islands next to main/nat are not pathable, the little area in the bottom right / top left is also not pathable and just for show. | ||
OtherWorld
France17333 Posts
Apart from that it looks a bit too open? Hard to judge from the picture | ||
Yonnua
United Kingdom2331 Posts
![]() Bounds are 136x152. The eggs are indestructible. Workers can mineral walk through them to get to the base. Aesthetics obviously yet to be done. | ||
OtherWorld
France17333 Posts
-Looks like the natural ramp is outside of both PO and the natural Hatchery's creep. That's a big no-no. Plus, leaving some space to safely park an ovie behind the natural mineral like is always welcomed for ZvZ, and an overlord spot at the natural entrance is good for ZvX too. -That main looks pretty huge -I'm not sure about the egg bases. I mean if only workers and cliff-jumping units can access it, it's basically a free proxy spot for P in PvZ and PvP, right? -I feel like the vertical third should be closer -Probably personal taste, but I don't like how the forward third is relatively narrow ramps to access it. I feel like defending three bases in TvZ, for example, would be too easy | ||
OtherWorld
France17333 Posts
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zergJared
United States56 Posts
Here on some pictures. + Show Spoiler + ![]() ![]() ![]() ![]() http://imgur.com/ww3UPv8,Cav22mX,cQ6XkZX,56W6iSg#0 Thanks. | ||
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The_Templar
your Country52797 Posts
![]() I hadn't made anything in several months. Thoughts on this? @zergJared, I would mess around with these cliff shapes to make the map look more visually appealing (same areas reflected on the upper half as well). + Show Spoiler + @OtherWorld, I don't like it. It seems like another generic and particularly annoying 4p to play on. | ||
Meavis
Netherlands1300 Posts
also dont directly go from no elevation to 2nd elevation level, this obstructs some area that makes it impossible to ser things going on behind it for the camera | ||
[UoN]Sentinel
United States11320 Posts
![]() Loosely based on Colosseum. Spawns are 1 and 5. My goal is to have a faster path down the middle, but a higher ground and wider path that takes slightly longer to cross. | ||
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