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Work In Progress Melee Maps - Page 18

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 Country52798 Posts
November 03 2012 12:20 GMT
#341
@Rukis
-Natural ramp looks weird.
-Long, narrow chokes are boring
-Too easy to turtle on 3.5 bases, heck even 4.5.
-Main too small?

Change those and the map is quite good once you add aesthetics.
ModeratorI am still alive, somehow
TL+ Member
eTcetRa
Profile Joined November 2010
Australia822 Posts
Last Edited: 2012-11-03 12:52:37
November 03 2012 12:41 GMT
#342
[image loading]
Very early WIP.

[image loading]
No I'm not making the nat easier to take! Wall from ramp to town hall like the old days!

108x134

Any comments welcome
Retired Mapmaker™
Rukis
Profile Joined April 2009
United States252 Posts
Last Edited: 2012-11-04 19:39:49
November 03 2012 18:20 GMT
#343
Update
Bounds: 204x170
Overview:
[image loading]
Flash was the Genius, Nada was the true god.
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
November 04 2012 01:09 GMT
#344
@etcetera: My comment is that prima facie I am madly in love with that map. Except for the little small path behind that base on the sides, I think it's pretty pointless except for ling runbies maybe, no one would want to risk going in there while there is another path which works just as well.

Also, since I love remaking controversial Blizz maps:

[image loading]

Antiga Shipyard 2.0. It's "cross only" because the observant viewer will notice it is not completely radially symmetric to solve some issues with antiga. Specifically:

- 2 of the mains are now actual expansions with two entry points
- thirds are a bit harder to take with the rocks onnly partially blocking,a s well as the extra entry points to the ex mains
- gold bases are back, I really like the gold bases on antiga because they represent a supreme risk/reward ratio, you cannot hope to keep the gold bases without control over the high ground which is a dynamic I really like
- it's made a bit less open

Things I might change after experiments are:

- removing the rocks blocking the ex mains
- redesigning the naturals a bit, I'm not completely content with them.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Drake Merrwin
Profile Joined July 2012
Canada130 Posts
Last Edited: 2012-11-04 05:08:32
November 04 2012 05:07 GMT
#345
Inspired by Outsider.

I made the horizontal/vertical ramps predictable with the pathing tools. The debris outside the main ramp create a narrow enough choke at the bottom of the ramp to force field block vs warp in.

The aesthetics I'm going for are based off the new mod Black Mesa. I only need the correct textures. IDK how to make custom textures. I have searched around but nothing. =( Help please. =D

NOTE: UNDER THOSE LOS BLOCKERS (DOWN PAST THE SIDE RAMPS) ARE MINERALS BLOCKING ENTRANCE INTO THE MAIN.
56 DEGREE VIEW + Show Spoiler +
[image loading]

[image loading]
Coppermantis
Profile Joined June 2012
United States845 Posts
November 04 2012 05:23 GMT
#346
I can certainly say that it's really cool looking, but the center is very empty and wide open. The side ramps are a cool concept but I can't tell how it'll turn out.

Other than that, the mains seem rather small.
Drake Merrwin
Profile Joined July 2012
Canada130 Posts
Last Edited: 2012-11-04 05:37:28
November 04 2012 05:33 GMT
#347
On November 04 2012 14:23 Coppermantis wrote:
I can certainly say that it's really cool looking, but the center is very empty and wide open. The side ramps are a cool concept but I can't tell how it'll turn out.

Other than that, the mains seem rather small.


I don't know who the fuck said that having open space is bad but I find games better with larger open maps like MC vs thorsain TSL on Tal'Darim Altar. Of course Tal'Darim Altar isn't good when it comes to expansion paths and shit but past that it's great.

The main is actually kind of big when you include the low ground past the ramps.

On November 03 2012 21:41 eTcetRa wrote:
No I'm not making the nat easier to take! Wall from ramp to town hall like the old days!


There is a reason those kind of naturals don't exist anymore. Think if a toss FFE and the zerg makes any number of roachs. Do you know how many cannons you have to make just to defend like 3 roachs? =( There is nothing bad about making the natural easy to take.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 04 2012 05:51 GMT
#348
@Drake: It looks so turtley. Four very densely packed bases with one approach place to guard. And easy to double expand to the side bases since you provide ground access...??? I think you should redo this and move closer to the original map which integrates the side bases a lot more into the expansion pattern and involves every part of the map with a 3 player setup.

@Sisko: This does a nice job of using the middle-is-strong aspect of Antiga in a less binary way but still rewarding. I think it'll be zerg imba though, so easy now to get 5 bases on your side of the map with no change of game plan, just break some rocks and move your army to meet however they push, don't need to actually advance into the map if you don't want to. Also if you're going to make a cross spawns map, just make it a 2player map.

@Rukis: I like the concept and the design but 204x170 O_O wow. Everything is so far apart with just open hallways in between. This could be condensed a lot and it would benefit.

@Etcetra: This is pretty cool but I think it's a little too small. Could be longer and/or wider. Bases 4-5-6 are much too close together, lategame armies will just bounce between them so fast and get hung up in fights in the narrow places. The towers are also so ez powerful for map presence when you take 4th and 5th on the left. I know it would be a bitch, but +4 squares in all directions with enlarged and more curving pathways accordingly would really help this. And the low ground bases need to be separated a lot more, at least by distance if not terrain barriers.
Comprehensive strategic intention: DNE
Drake Merrwin
Profile Joined July 2012
Canada130 Posts
Last Edited: 2012-11-04 06:04:44
November 04 2012 05:57 GMT
#349
On November 04 2012 14:51 EatThePath wrote:
@Drake: It looks so turtley. Four very densely packed bases with one approach place to guard. And easy to double expand to the side bases since you provide ground access...??? I think you should redo this and move closer to the original map which integrates the side bases a lot more into the expansion pattern and involves every part of the map with a 3 player setup.


What if I make the forth have 1 gas? It already has 6 minerals. I'm okay with the double expand because any type of ranged pressure will shut down the mineral mining of one of the bases. What about the watch towers at the side expansions? I just put them there for shits. I don't like them.

PS: How about the 4th having 2 gas and 0-4 minerals? In order for you get both full gas and minerals easy you need to double expo (4th + backdoor mineral).
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 04 2012 05:59 GMT
#350
On November 04 2012 14:57 Drake Merrwin wrote:
Show nested quote +
On November 04 2012 14:51 EatThePath wrote:
@Drake: It looks so turtley. Four very densely packed bases with one approach place to guard. And easy to double expand to the side bases since you provide ground access...??? I think you should redo this and move closer to the original map which integrates the side bases a lot more into the expansion pattern and involves every part of the map with a 3 player setup.


What if I make the forth have 1 gas? It already has 6 minerals. I'm okay with the double expand because any type of ranged pressure will shut down the mineral mining of one of the bases. What about the watch towers at the side expansions? I just put them there for shits. I don't like them.

lol, yeah those towers are pretty meh. even if you got rid of the 4th base entirely it's still 3 very close bases, but that would play up the importance of the edge expansions.
Comprehensive strategic intention: DNE
Drake Merrwin
Profile Joined July 2012
Canada130 Posts
November 04 2012 06:05 GMT
#351
On November 04 2012 14:59 EatThePath wrote:
Show nested quote +
On November 04 2012 14:57 Drake Merrwin wrote:
On November 04 2012 14:51 EatThePath wrote:
@Drake: It looks so turtley. Four very densely packed bases with one approach place to guard. And easy to double expand to the side bases since you provide ground access...??? I think you should redo this and move closer to the original map which integrates the side bases a lot more into the expansion pattern and involves every part of the map with a 3 player setup.


What if I make the forth have 1 gas? It already has 6 minerals. I'm okay with the double expand because any type of ranged pressure will shut down the mineral mining of one of the bases. What about the watch towers at the side expansions? I just put them there for shits. I don't like them.

lol, yeah those towers are pretty meh. even if you got rid of the 4th base entirely it's still 3 very close bases, but that would play up the importance of the edge expansions.


But then mech would get fucked. =( How about just removing the minerals at the 4th all together? Maybe making the gas rich?
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
November 04 2012 12:58 GMT
#352
Drake, how big is that map? I feel like you have to get basic things like rush distances and map bounds right first before you start thinking in depth about strategies. Your last map had this problem too.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Drake Merrwin
Profile Joined July 2012
Canada130 Posts
November 04 2012 18:31 GMT
#353
On November 04 2012 21:58 OxyGenesis wrote:
Drake, how big is that map? I feel like you have to get basic things like rush distances and map bounds right first before you start thinking in depth about strategies. Your last map had this problem too.


Playable: 152 x 152

Are longer rush distances bad? I don't think so. My last map had similar rush distances to Tal'darem Alter or Daybreak. Maybe a little bigger. =(

I removed the 4th. TY EatMyPath. Not done with the layout yet tho.
[image loading]
Coppermantis
Profile Joined June 2012
United States845 Posts
November 04 2012 18:48 GMT
#354
I just noticed the HL2 Lambda logo. Very nice.
Drake Merrwin
Profile Joined July 2012
Canada130 Posts
Last Edited: 2012-11-06 12:52:48
November 04 2012 18:57 GMT
#355
On November 05 2012 03:48 Coppermantis wrote:
I just noticed the HL2 Lambda logo. Very nice.


;D
What do you think of this? Only zealots sentries, marines, maraders, hellions, lings, I think banelings, I think roachs.
[image loading]
NewSunshine
Profile Joined July 2011
United States5938 Posts
November 04 2012 19:06 GMT
#356
On November 03 2012 21:41 eTcetRa wrote:
[image loading]
Very early WIP.

I might need to borrow some elements from this map, such a cool nat setup
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Rukis
Profile Joined April 2009
United States252 Posts
Last Edited: 2012-11-04 21:28:38
November 04 2012 19:39 GMT
#357
Update
Bounds: 204x170
Overview:
[image loading]

+ Show Spoiler +

1 7th
[image loading]
2 6th
[image loading]
3 third/forth/fifth
[image loading]
4 forth/fifth
[image loading]
5 Third
[image loading]
6 Main
[image loading]
7 Nat
[image loading]
Flash was the Genius, Nada was the true god.
Drake Merrwin
Profile Joined July 2012
Canada130 Posts
Last Edited: 2012-11-04 22:03:28
November 04 2012 19:47 GMT
#358
@Rukis
=((((((( you can't FFE. All you have to do is block the back with rocks or otherwise and it's pretty sweet.
Rukis
Profile Joined April 2009
United States252 Posts
November 04 2012 20:17 GMT
#359
On November 05 2012 04:47 Drake Merrwin wrote:
=((((((( you can't FFE. All you have to do is block the back with rocks or otherwise and it's pretty sweet.



Whos are you talking about?
Flash was the Genius, Nada was the true god.
Duvon
Profile Joined October 2011
Sweden2360 Posts
November 04 2012 21:41 GMT
#360
On November 05 2012 05:17 Rukis wrote:
Show nested quote +
On November 05 2012 04:47 Drake Merrwin wrote:
=((((((( you can't FFE. All you have to do is block the back with rocks or otherwise and it's pretty sweet.



Whos are you talking about?


Probably yours. Rocks blocking the path behind the gas maybe? (not the entire midddle south->natural path).
Nothing is impossible, only some things for some people.
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