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Work In Progress Melee Maps - Page 178

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
RoomOfMush
Profile Joined March 2015
1296 Posts
Last Edited: 2015-07-29 08:45:39
July 29 2015 08:45 GMT
#3541
If you click the image you are linked to a (much) bigger version, but if you prefer I can downsize the original and upload it again.
SwedenTheKid
Profile Joined July 2014
567 Posts
July 29 2015 15:18 GMT
#3542
On July 29 2015 11:26 -NegativeZero- wrote:
Show nested quote +
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...


Yup, it looked really good in my head but the proportions are much harder to convert from BW. Probably will just start over with a smoother layout.
Casual Mapmaker
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 29 2015 18:09 GMT
#3543
@sweden / others: the center would be a lot less boring if there was a small trench running north/south creating two alleys in the middle, making mobility better on the highgrounds and separating the lowground slightly into two camps. But the 4th base is laughably easy, you'll need to think hard about what to push around to fix that.
Comprehensive strategic intention: DNE
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2015-07-29 18:24:33
July 29 2015 18:21 GMT
#3544
On July 30 2015 03:09 EatThePath wrote:
@sweden / others: the center would be a lot less boring if there was a small trench running north/south creating two alleys in the middle, making mobility better on the highgrounds and separating the lowground slightly into two camps. But the 4th base is laughably easy, you'll need to think hard about what to push around to fix that.

agreed with all of this. most of the bases here are more clumped together than on the original map due to how you rearranged the pathing, i think you went a little too far with that.

regarding the center, you could go one step further than eatthepath's suggestion and re-add the tiny center choke from the original map, which further splits the low-grounds and basically forces full armies to move around the high ground platforms. this is an extremely important part of how the original map functions.
vibeo gane,
SwedenTheKid
Profile Joined July 2014
567 Posts
July 30 2015 02:16 GMT
#3545
Thanks guys, I'm a step ahead of you concerning my WIP, just struggling with the placement of the 4th/5th without creating massive deadzones. What are people's opinions on the super small choke to the 4th in the original Oxide being implemented in sc2? Good for positional play or a bad idea?
Casual Mapmaker
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2015-07-30 04:50:32
July 30 2015 03:36 GMT
#3546
imo if you make it too small / restrictive, it'll just lead to runby/basetrade type play. I think you want a balance where it's usable unless an opponent is dedicating forces to making your passage too hard.

[edit] imagine if the narrow passage in the middle were just impassable, which is what it becomes in a lot of large army movement time/position-sensitive situations. then look at the analyzer view of the map. it's a giant split path. this is what I'm suggesting you avoid by providing an interesting and playable balance.
Comprehensive strategic intention: DNE
Caviar
Profile Joined April 2011
70 Posts
Last Edited: 2015-08-01 21:48:27
August 01 2015 21:07 GMT
#3547
Here is a couple screenshots from an unnamed project I have been working on. Its near complete I just wanted to show what I have so far.

Pictures
+ Show Spoiler +

[image loading]
[image loading]
[image loading]


edit: Added Overview.
SwedenTheKid
Profile Joined July 2014
567 Posts
August 01 2015 21:18 GMT
#3548
@Caviar

If you just wanted feedback on the aesthetics, it looks good, but I'd blend the rock textures more. It doesn't look very natural. As for the layout, that's a lot of bases in close proximity to the main, if I'm reading the pictures right. Not sure how I feel about that kind of backdoor.
Casual Mapmaker
Caviar
Profile Joined April 2011
70 Posts
August 01 2015 21:48 GMT
#3549
On August 02 2015 06:18 SwedenTheKid wrote:
@Caviar

If you just wanted feedback on the aesthetics, it looks good, but I'd blend the rock textures more. It doesn't look very natural. As for the layout, that's a lot of bases in close proximity to the main, if I'm reading the pictures right. Not sure how I feel about that kind of backdoor.


Sorry about that the overview picture didnt make the original post. I re posted it.
SwedenTheKid
Profile Joined July 2014
567 Posts
August 02 2015 04:22 GMT
#3550
[image loading]

Micro Map...Experimental...135x135...so many viruses on computer...feedback please ;-;
Casual Mapmaker
SwedenTheKid
Profile Joined July 2014
567 Posts
August 02 2015 06:01 GMT
#3551
@Caviar
Reminds me of an And G map, personally never liked the backdoor expo setup. That's just my subjective opinion however. Symmetry may lead to positional imbalance due to how close the backdoor 3rds are to the counterclockwise naturals. I'd recommend checking out some of And G's maps with this sort of setup, he does it pretty well imo.
Casual Mapmaker
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2015-08-06 01:34:00
August 06 2015 01:32 GMT
#3552
On August 02 2015 13:22 SwedenTheKid wrote:
+ Show Spoiler +
[image loading]


Micro Map...Experimental...135x135...so many viruses on computer...feedback please ;-;

overall i like it, although the direct path from 3rd to 3rd through the center might be too choked. just be aware that the low base count pretty much rules it out as a potential lotv ladder candidate.
vibeo gane,
SwedenTheKid
Profile Joined July 2014
567 Posts
August 09 2015 01:33 GMT
#3553
Elohim was just a fun retro map that I made to practice aesthetics and create a semi-serious micro map for WoL and HotS. Also, the map plays a lot with towers and LoSB. The second WIP was an attempt to make a map with a forward high ground 3rd. Advice? Either map worth working on, or any good concepts?

Elohim 136x136
[image loading]

Untitled work 144x144
[image loading]
Casual Mapmaker
Namrufus
Profile Blog Joined August 2011
United States396 Posts
August 09 2015 16:07 GMT
#3554
What do you think?

[image loading]
size: 120x144
nat2nat: 43s

highground pods near the nat and third are unpathable.
This is it... the alpaca lips.
SwedenTheKid
Profile Joined July 2014
567 Posts
August 09 2015 16:20 GMT
#3555
@Namrufus

I like it but how distant is the high ground 3rd? The low ground one is far to open to serve as a 3rd base. Outside of that I really like the contrast between open areas and chokes.
Casual Mapmaker
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2015-08-09 17:57:21
August 09 2015 17:56 GMT
#3556
On August 10 2015 01:20 SwedenTheKid wrote:
@Namrufus

I like it but how distant is the high ground 3rd? The low ground one is far to open to serve as a 3rd base. Outside of that I really like the contrast between open areas and chokes.

It's about as far as Iron Fortress's thirds, but less exposed... though this map's nat-third takes 3 tumors to connect, which is probably unacceptable. I'll move the main's mineral line closer to the ramp and bump the third a little closer to the nat in order to reduce the tumor requirement.

Something like this:

[image loading]

thanks for the feedback.
This is it... the alpaca lips.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2015-08-09 18:18:28
August 09 2015 18:14 GMT
#3557
On August 10 2015 02:56 Namrufus wrote:
Show nested quote +
On August 10 2015 01:20 SwedenTheKid wrote:
@Namrufus

I like it but how distant is the high ground 3rd? The low ground one is far to open to serve as a 3rd base. Outside of that I really like the contrast between open areas and chokes.

It's about as far as Iron Fortress's thirds, but less exposed... though this map's nat-third takes 3 tumors to connect, which is probably unacceptable. I'll move the main's mineral line closer to the ramp and bump the third a little closer to the nat in order to reduce the tumor requirement.

Something like this:

[image loading]

thanks for the feedback.

idk if it helps given the geometry in this case, but another thing you can do is use a very small vertical/horizontal ramp (2 squares wide) to allow creep to exit the main in the direction of the 3rd. and then make the ramp unpathable and cover it with doodads so it otherwise functions normally as a cliff barrier.

about the map, I like the design concepts but I'm worried that 4th base might be pretty hard for zerg, they can either take middle (very close to opponent taking a passive macro 4th right across from them), or the other options are both far to get to and close to opponent's push.


@swedenthekid: the rock/sand map is cool. 2 things: imo some of those passage ways near the natural are unnecessarily tight, just reduce the size of the holes jutting in. also I think it'd be cool if the middle hallway was lowground (you'd have to bump the entirety of the map up 1 cliff level to do this). this would create a small ramp where those bridges are now. would add a lot of shape to the map. it has a very cool flow, but would probably benefit from being just a little bigger overall. that would also provide some places to put negative space for overlords / air units.
Comprehensive strategic intention: DNE
SwedenTheKid
Profile Joined July 2014
567 Posts
August 10 2015 02:26 GMT
#3558
Thanks for the feedback EatThePath. As for making the middle area low ground, don't know if I will, but could you elaborate? Do you mean there should be only two ramps leading into the middle? Wouldn't that make huge dead zones with only one straight path through the middle? Also, is a 10 hex natural entrance acceptable (a complete wall could consist of 3 gateways and one zealot)? I once heard the normal size of a natural's entrance was 9 hexes.

As for the size, it will be increased a bit with the addition of playable bounds and not just absolute bounds.
Casual Mapmaker
SwedenTheKid
Profile Joined July 2014
567 Posts
August 11 2015 00:07 GMT
#3559
Namrufus, why not just put a neutral creep tumor in between the natural and 3rd (in front of the main base). Just an idea. Probably a bad one
Casual Mapmaker
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
August 11 2015 02:00 GMT
#3560
On August 10 2015 11:26 SwedenTheKid wrote:
Thanks for the feedback EatThePath. As for making the middle area low ground, don't know if I will, but could you elaborate? Do you mean there should be only two ramps leading into the middle? Wouldn't that make huge dead zones with only one straight path through the middle? Also, is a 10 hex natural entrance acceptable (a complete wall could consist of 3 gateways and one zealot)? I once heard the normal size of a natural's entrance was 9 hexes.

As for the size, it will be increased a bit with the addition of playable bounds and not just absolute bounds.

[image loading]

The lowground would have 4 ramps, two large ones vertically oriented. Hopefully the drawing is clear ^^

Nat choke is good at 9-10 or even larger depending on the particulars, so that's fine.
Comprehensive strategic intention: DNE
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