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Work In Progress Melee Maps - Page 176

Forum Index > SC2 Maps & Custom Games
Post a Reply
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Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
June 24 2015 20:17 GMT
#3501
^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.
Moderatorshe/her
TL+ Member
SwedenTheKid
Profile Joined July 2014
567 Posts
June 24 2015 20:19 GMT
#3502
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.
Casual Mapmaker
rutrug
Profile Joined December 2013
Slovakia5 Posts
June 24 2015 22:51 GMT
#3503
Thanks for responses ! So, as you suggested, i tried to change the layout a bit. I moved the nat ramp bit closer to horizontal third, and i repositioned the third itself as well as made some changes to potential 4th. Do you think its better ?
+ Show Spoiler +
[image loading]
SwedenTheKid
Profile Joined July 2014
567 Posts
June 25 2015 05:07 GMT
#3504
Revisiting an older WIP.. thoughts on the main-3rd base layout?

[image loading]
Casual Mapmaker
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
June 25 2015 11:33 GMT
#3505
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?
Moderatorshe/her
TL+ Member
SwedenTheKid
Profile Joined July 2014
567 Posts
June 25 2015 20:12 GMT
#3506
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.
Casual Mapmaker
Liquid`Snute
Profile Blog Joined July 2010
Norway839 Posts
Last Edited: 2015-07-01 08:57:02
June 30 2015 11:51 GMT
#3507
+ Show Spoiler +
[image loading]

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 might play a zvp showmatch vs ptitdrogo on it just for fun please pm if so!! ilu
edit: got a reply, thx!!
Team Liquid
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2015-07-03 06:42:58
July 03 2015 06:40 GMT
#3508
[image loading]

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.
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
Zweck
Profile Joined February 2015
Germany211 Posts
July 07 2015 12:15 GMT
#3509
@rutrug: i really like your map!
https://www.instagram.com/instazweck/ ____ behance.net/brachert _____ https://zweckthings.tumblr.com/
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 09 2015 00:33 GMT
#3510
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.
Comprehensive strategic intention: DNE
Fatam
Profile Joined June 2012
1986 Posts
July 11 2015 07:20 GMT
#3511
[image loading]
+ Show Spoiler +
[image loading]


latest, aesthetics still very WIP but it's getting there. Ditched the old 3rd and came up with the large unpathable divider idea.
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
RoomOfMush
Profile Joined March 2015
1296 Posts
Last Edited: 2015-07-11 14:10:10
July 11 2015 14:08 GMT
#3512
This is supposed to be a space ship that has all kinds of rare plants and flowers in cargo. Its a very early WIP.
Map has 7 bases per player, 148x148, what do you guys think?

(Click to enlarge)
[image loading]

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
Profile Blog Joined October 2013
France17333 Posts
July 11 2015 15:18 GMT
#3513
Layout looks good enough, although I would move the corner bases closer to the vertical third to make them more natural fourth, and delete the middle bases to lower the base count (which also means you could then move your 6/12 o'clock bases in a more 5/11 position to make them more interesting.
Apart from that it looks a bit too open? Hard to judge from the picture
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
July 11 2015 16:12 GMT
#3514
[image loading]

Bounds are 136x152. The eggs are indestructible. Workers can mineral walk through them to get to the base. Aesthetics obviously yet to be done.
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
July 11 2015 16:55 GMT
#3515
That's interesting, although some notes :
-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
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
July 12 2015 10:39 GMT
#3516
Here's some brain dejection, thoughts?
[image loading]
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
zergJared
Profile Joined October 2010
United States56 Posts
Last Edited: 2015-07-13 23:37:06
July 13 2015 22:24 GMT
#3517
Hey I'm making a 1v1 map and am looking for feedback regarding aesthetics. Looking for critiques, suggestions, etc.

Here on some pictures.

+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]

http://imgur.com/ww3UPv8,Cav22mX,cQ6XkZX,56W6iSg#0

Thanks.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2015-07-14 21:48:54
July 14 2015 21:43 GMT
#3518
[image loading]

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 +
[image loading]


@OtherWorld, I don't like it. It seems like another generic and particularly annoying 4p to play on.
Moderatorshe/her
TL+ Member
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
July 14 2015 21:52 GMT
#3519
looks like a solid start templar, id focus on streamlining it out a bit, some areas are a bit choky whilst others quite open, if more space is needed you could hug the map border a bit more with terrain.

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
"Not you."
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
Last Edited: 2015-07-15 00:10:59
July 15 2015 00:08 GMT
#3520
[image loading]

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.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
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