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Work In Progress Melee Maps - Page 177

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
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
July 15 2015 00:13 GMT
#3521
Can you wall off in time to defend a 6 pool?

Looks too easy to split the map. The overall design doesn't really feel that interesting either.
ModeratorI am still alive, somehow
TL+ Member
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
July 15 2015 00:21 GMT
#3522
On July 15 2015 09:13 The_Templar wrote:
Can you wall off in time to defend a 6 pool?

Looks too easy to split the map. The overall design doesn't really feel that interesting either.

Forgot to add the rocks on the nat, I made the mains a bit smaller and didn't carry the thirds over.

What would it be like if I removed the spaceship-looking crevasse in the middle and just left that pod wide open?
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
Zweck
Profile Joined February 2015
Germany211 Posts
July 21 2015 14:44 GMT
#3523
Hello Guys.. Maybe anyone has a comment on this one?

Version A:
[image loading]


Analyser
+ Show Spoiler +

[image loading]


Version B:
[image loading]

Analyser
+ Show Spoiler +

[image loading]


Im not sure which one to take..
https://www.instagram.com/instazweck/ ____ behance.net/brachert _____ https://zweckthings.tumblr.com/
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
July 21 2015 14:58 GMT
#3524
I like the second one better. First one seems too much like Coda, and while Coda's a good map, I prefer a bit of variety. Also less room for Reaper harass pleases me
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
July 21 2015 15:13 GMT
#3525
Version B imo. Also I think you should make the space in front of the natural wider, right now it's pretty narrow
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
July 21 2015 15:57 GMT
#3526
B is hopeless, take A and do this with it [image loading]
"Not you."
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 21 2015 19:09 GMT
#3527
I like B better but the map is too small for the layout, needs more space in the center basically, so yeah, go with A for this one.
Comprehensive strategic intention: DNE
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
Last Edited: 2015-07-21 19:17:39
July 21 2015 19:17 GMT
#3528
I'd remove a base and adjust the map accordingly regardless of which you choose. It feels too crowded with the map being sort of small, and 12 bases is totally OK.
ModeratorI am still alive, somehow
TL+ Member
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
July 21 2015 19:29 GMT
#3529
^Remove 2 of the central 4 bases, and make the remaining two gold.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
Caviar
Profile Joined April 2011
70 Posts
Last Edited: 2015-07-22 20:36:59
July 22 2015 20:35 GMT
#3530
Here is the map I am working on right now. I wanted some critique. No doodad work yet but the aesthetics direction is there. Any feedback would be appreciated.
- Caviar

[image loading]
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
July 22 2015 20:38 GMT
#3531
@Caviar: The map looks nice, but it has two pretty common problems. The main looks too easy to abuse with blink and four bases looks overly trivial. The rest of the design is good, except I'd make sure that the other three bases in the corner aren't too isolated and close to each other.
ModeratorI am still alive, somehow
TL+ Member
Caviar
Profile Joined April 2011
70 Posts
Last Edited: 2015-07-22 21:23:22
July 22 2015 21:21 GMT
#3532
On July 23 2015 05:38 The_Templar wrote:
@Caviar: The map looks nice, but it has two pretty common problems. The main looks too easy to abuse with blink and four bases looks overly trivial. The rest of the design is good, except I'd make sure that the other three bases in the corner aren't too isolated and close to each other.


I plan on adding some doodads to that area outside the main to block off the majority of blink area from the low ground. The back lift area is big enough to blink two in at a time from lowest ground to main. I dont want to eliminate small blink play but I dont want an entire army to blink up.

I see what your saying about 4 bases being too easy. I have similar concerns.


I played a couple games on a slightly earlier version and it was difficult to get the 3rd but once you got it the 4th was easy.
There is certainly a theme as far as expansions go. The 3rd is hard, 4th easy, 5th hard, 6th easy. I like it theoretically as a characteristic of the map but it may not play out that way. Im going to do some more play tests later and see how things workout.

Thanks for the feedback!
Zweck
Profile Joined February 2015
Germany211 Posts
Last Edited: 2015-07-23 11:12:48
July 23 2015 11:12 GMT
#3533
Thx alot for the feedback guys!!!! Im working on it
https://www.instagram.com/instazweck/ ____ behance.net/brachert _____ https://zweckthings.tumblr.com/
Caviar
Profile Joined April 2011
70 Posts
Last Edited: 2015-07-25 02:58:24
July 24 2015 20:59 GMT
#3534
Heres one of the two player map I posted earlier but 4 player version.
I think it works but it might be just too much. Which one should i go with.
edit:different picture
[image loading]

OtherWorld
Profile Blog Joined October 2013
France17333 Posts
July 24 2015 21:05 GMT
#3535
Fourth and third are way too easy imo
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 27 2015 19:02 GMT
#3536
@caviar: The 4th bases are arranged so that there's not a good use of space, and the land bridge below the forward 3rd mineral cliff is awkwardly narrow. I think this map would benefit from shifted symmetry arrangement on a larger rectangular size in order to give more pathways in the center and some better options for 4th+ bases.
Comprehensive strategic intention: DNE
RoomOfMush
Profile Joined March 2015
1296 Posts
Last Edited: 2015-07-27 19:33:22
July 27 2015 19:32 GMT
#3537
Hi, this is my second somewhat serious map. I would like to get some feedback on the layout and distances. Textures and doodads are NOT final, I am still working on those. The theme is an oil field with an old abandoned mining facility:
[image loading]

The third base is supposed to give you some strategic options. If your opponent takes his third at the south-west you can take your third at the south-west too for a more aggressive game or decide to take your third at the north-east for a more passive game. The two thirds also have different strengths and weaknesses when it comes to defending an attack.
SwedenTheKid
Profile Joined July 2014
567 Posts
July 28 2015 20:29 GMT
#3538
[image loading]

135x135 Thoughts?
Casual Mapmaker
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2015-07-29 02:33:25
July 29 2015 02:26 GMT
#3539
On July 29 2015 05:29 SwedenTheKid wrote:
+ Show Spoiler +
[image loading]


135x135 Thoughts?

oxide by freakling? seems everyone's remaking this map now, iezael's working on one, and i have wip versions for both starbow and regular sc2...
vibeo gane,
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
July 29 2015 02:36 GMT
#3540
@SwedenTheKid: I feel like all of the bases are too close together and the center is really distant from everything (and boring).

@RoomOfMush: I'm having trouble seeing the map. Bigger picture please?
ModeratorI am still alive, somehow
TL+ Member
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