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Work In Progress Melee Maps - Page 179

Forum Index > SC2 Maps & Custom Games
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Prev 1 177 178 179 180 181 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
Syphon8
Profile Joined July 2010
Canada298 Posts
August 11 2015 02:39 GMT
#3561
Made this more as an effort at improving proportioning and layouting than anything, not sure if I should texture it.

2 spawns, 11.5 bases, 3.5 golds, 104 x 118. Sooo tiny.

[image loading]
',:/
SwedenTheKid
Profile Joined July 2014
567 Posts
Last Edited: 2015-08-11 06:54:17
August 11 2015 06:53 GMT
#3562
On August 11 2015 11:39 Syphon8 wrote:
Made this more as an effort at improving proportioning and layouting than anything, not sure if I should texture it.

2 spawns, 11.5 bases, 3.5 golds, 104 x 118. Sooo tiny.

[image loading]



I've been looking at this map for about a minute now and can't seem to get the slightest sense of what's going on. Anyway, it is way to small for a melee map. Proportions are off for the main base, and other areas, if you want to work on that, I guess.
Casual Mapmaker
SwedenTheKid
Profile Joined July 2014
567 Posts
August 11 2015 07:09 GMT
#3563
@EatThePath

Thanks, the picture was very clear and it is similar to what I had in mind. Guess now I'll just raise the entire map and hope the proportions translate.

Small progress so far
+ Show Spoiler +

[image loading]


Casual Mapmaker
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
August 11 2015 07:19 GMT
#3564
what base do you intend to be taken as a 3rd? all of the options are probably too difficult right now.
vibeo gane,
Syphon8
Profile Joined July 2010
Canada298 Posts
August 11 2015 16:37 GMT
#3565
On August 11 2015 15:53 SwedenTheKid wrote:
Show nested quote +
On August 11 2015 11:39 Syphon8 wrote:
Made this more as an effort at improving proportioning and layouting than anything, not sure if I should texture it.

2 spawns, 11.5 bases, 3.5 golds, 104 x 118. Sooo tiny.

[image loading]



I've been looking at this map for about a minute now and can't seem to get the slightest sense of what's going on. Anyway, it is way to small for a melee map. Proportions are off for the main base, and other areas, if you want to work on that, I guess.


Of course it's too small, the entire point was making as small of a small of a complete map as I possibly could :p

Which areas? Do you think the main is too big or too small, and why?
',:/
SwedenTheKid
Profile Joined July 2014
567 Posts
August 11 2015 17:42 GMT
#3566
On August 12 2015 01:37 Syphon8 wrote:
Show nested quote +
On August 11 2015 15:53 SwedenTheKid wrote:
On August 11 2015 11:39 Syphon8 wrote:
Made this more as an effort at improving proportioning and layouting than anything, not sure if I should texture it.

2 spawns, 11.5 bases, 3.5 golds, 104 x 118. Sooo tiny.

[image loading]



I've been looking at this map for about a minute now and can't seem to get the slightest sense of what's going on. Anyway, it is way to small for a melee map. Proportions are off for the main base, and other areas, if you want to work on that, I guess.


Of course it's too small, the entire point was making as small of a small of a complete map as I possibly could :p

Which areas? Do you think the main is too big or too small, and why?


Mains take up almost half the map and are very exposed. It's unclear how you are expected to take a 3rd base and defend it. Additionally the gold bases in the center are reserved only for the victor and will very rarely be used.
Casual Mapmaker
Syphon8
Profile Joined July 2010
Canada298 Posts
Last Edited: 2015-08-11 19:50:53
August 11 2015 19:42 GMT
#3567
On August 12 2015 02:42 SwedenTheKid wrote:
Show nested quote +
On August 12 2015 01:37 Syphon8 wrote:
On August 11 2015 15:53 SwedenTheKid wrote:
On August 11 2015 11:39 Syphon8 wrote:
Made this more as an effort at improving proportioning and layouting than anything, not sure if I should texture it.

2 spawns, 11.5 bases, 3.5 golds, 104 x 118. Sooo tiny.

[image loading]



I've been looking at this map for about a minute now and can't seem to get the slightest sense of what's going on. Anyway, it is way to small for a melee map. Proportions are off for the main base, and other areas, if you want to work on that, I guess.


Of course it's too small, the entire point was making as small of a small of a complete map as I possibly could :p

Which areas? Do you think the main is too big or too small, and why?


Mains take up almost half the map and are very exposed. It's unclear how you are expected to take a 3rd base and defend it. Additionally the gold bases in the center are reserved only for the victor and will very rarely be used.


Third is either the backdoor or the gold. Both can be defended from the main.

Did you miss the backdoors?

Also I think it's worth noting that the main isn't nearly as exposed as it looks, you can really only blink in right at the middle because the walls are extra wide, for example. Air play is probably the biggest threat.

No doubt it's much more aggressive than standard but I haven't seen anything too outrageous on it from a couple plays.


',:/
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2015-08-11 20:24:14
August 11 2015 20:24 GMT
#3568
Also I think it's worth noting that the main isn't nearly as exposed as it looks, you can really only blink in right at the middle because the walls are extra wide, for example. Air play is probably the biggest threat.


Hmm... have you checked that in game? It looks to me like you can blink in directly from anywhere except the middle (where you blink then go up a ramp).
Moderatorshe/her
TL+ Member
SwedenTheKid
Profile Joined July 2014
567 Posts
Last Edited: 2015-08-13 21:30:02
August 11 2015 23:33 GMT
#3569
Update-
•middle is low ground
•widened some paths
•aesthetic changes

[image loading]

+ Show Spoiler +

[image loading]
+ Show Spoiler +

Fishies!
[image loading]



-edited
Casual Mapmaker
Fatam
Profile Joined June 2012
1986 Posts
August 13 2015 22:47 GMT
#3570
I love that layout sweden, so simple but so good. And the start of a nice aesthetic look.

I think people might complain because there's no great 3rd for zerg? Then again if inject is gone then queens can always tumor from the get-go so you get a head start on creep-spread.. so maybe it's ok. Someone with better knowledge of zerg / the beta would have to comment on that.

Here is an update of a previous WIP that I'm still tinkering with every now and then, if anyone wants to comment.

[image loading]
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
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2015-08-14 00:24:01
August 14 2015 00:23 GMT
#3571
^ You're forcing zerg to in-base expo, the 6/12 are too far for a safe natural. But it's very vulnerable to cliff based attacks, esp terran 1base all in with tanks and medivacs type stuff. I think you're forced to make it more defensible. Perhaps instead of cliffable from the far vertical base, make a gap there and extend the ledge from the main ramp to give access to a tank spot on the minerals. That way mass ling defense wouldn't get hardcountered by elevator play cause the distance would be reasonable. And in general an expanding player would be less susceptible to dirty cheese/allin stuff.

Apart from that I love the flows during all stages of the game

I think this design could be a big winner
Comprehensive strategic intention: DNE
SwedenTheKid
Profile Joined July 2014
567 Posts
August 14 2015 05:20 GMT
#3572
Looks interesting Fatam. I feel like you could make the map better by simplifying some aspects, it's a bit to complex for me to give any good advice.

For my WIP, do you think it would be improved if I reversed the position of the rocks to the other 2x2 ramp on the 3rd? Would that fix the Zerg issue?

Sketched this out with LotV in mind. 156x144
[dark areas are unpathable]



[image loading]

Casual Mapmaker
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2015-08-14 05:59:58
August 14 2015 05:59 GMT
#3573
On August 14 2015 09:23 EatThePath wrote:
^ You're forcing zerg to in-base expo, the 6/12 are too far for a safe natural. But it's very vulnerable to cliff based attacks, esp terran 1base all in with tanks and medivacs type stuff. I think you're forced to make it more defensible. Perhaps instead of cliffable from the far vertical base, make a gap there and extend the ledge from the main ramp to give access to a tank spot on the minerals. That way mass ling defense wouldn't get hardcountered by elevator play cause the distance would be reasonable. And in general an expanding player would be less susceptible to dirty cheese/allin stuff.

Apart from that I love the flows during all stages of the game

I think this design could be a big winner


thanks, I think an easy alternative would be to simply move the in-base nat mineral line away from the cliff (would probably mean adjusting a few other things, such as the main's mineral line, and the shape of the cliff). Do you think that is a good fix or does it make things too boring? If zerg can safely take the in-base as a nat then I think the third is a very reasonable distance away.

On August 14 2015 14:20 SwedenTheKid wrote:
For my WIP, do you think it would be improved if I reversed the position of the rocks to the other 2x2 ramp on the 3rd? Would that fix the Zerg issue?


I think that could work. The other option is to leave them where they are but make the ramp 1x bigger (so that the ramp has a small opening) so that initial defense can happen with queens and such, but the rocks can be taken down to properly defend it.
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
Caviar
Profile Joined April 2011
70 Posts
August 14 2015 20:08 GMT
#3574
One of my WIP. Mixes a some current with some old ideas.
[image loading]

analyzer
+ Show Spoiler +
[image loading]
hottis
Profile Joined August 2015
19 Posts
August 15 2015 01:07 GMT
#3575
--- Nuked ---
RoomOfMush
Profile Joined March 2015
1296 Posts
August 15 2015 12:51 GMT
#3576
WIP, no texturing or doodads yet. I tried to make it so that the game would be completely different depending on which 3rd base either player takes with 3 options for the 3rd.

[image loading]

You can take the vertical 3rd (easier access to 4th), the horizontal 3rd (easier to defend against air and closer together) or the gold, but the gold is super vulnerable to high ground harassment.
SwedenTheKid
Profile Joined July 2014
567 Posts
August 15 2015 16:57 GMT
#3577
@Caviar
very cool, has potential imo. Only issue is it could suffer from circle syndrome, not sure. Good luck.

@RoomOfMush
Good concept. I like the gold option and I remember trying to do something similar. I think the map would be better with 2 more bases, maybe at 12 and 6 o'clock positions horizontal to the low ground (non-gold) 3rd.

More importantly, you cant wall off your natural without exposing your nexus, so that will be an issue. Perhaps block the natural's large ramp with rocks, but leave one small opening that can be walled by one Pylon/Depot. That way your map will have more of a Blue Storm effect, the fastest rout to your opponent is the most risky, and the walling issue is solved. Fully blocking the ramp with rocks would be a bad move imo. Also, with rocks blocking most of that ramp, Blink all in play will be easier to deal with until the rocks are down.

Good Luck!
Casual Mapmaker
SwedenTheKid
Profile Joined July 2014
567 Posts
August 15 2015 17:05 GMT
#3578
My most recent WIP, still very young in development.

[image loading][image loading]
Casual Mapmaker
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
August 15 2015 18:40 GMT
#3579
@STK, the first six bases are pretty uniform and seem really easy to protect. I might put a little more low ground and move things around to fix that.

@RoomOfMush, hello Match Point :D! Needs some changes so that it's its own map IMO. Right now it plays pretty much the same as a match point port and I think you want the map to be your own.

@Caviar, can you connect the nat/third with two creep tumors without breaking the rocks? If you can't, you may have to rework the base layout a bit before it works. Even if you can, both thirds look really close to the center (typically bad for zerg in ZvT).
Moderatorshe/her
TL+ Member
SwedenTheKid
Profile Joined July 2014
567 Posts
August 15 2015 18:47 GMT
#3580
@RoomOfMush
…How did I not see that right away
+ Show Spoiler +
Match Point
Casual Mapmaker
Prev 1 177 178 179 180 181 217 Next
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