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Work In Progress Melee Maps - Page 183

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 181 182 183 184 185 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
Avexyli
Profile Blog Joined April 2014
United States702 Posts
November 19 2015 05:11 GMT
#3641
Still trying to figure out what Blizzard means by when they want crazier maps. Thought about pathways behind the thirds towards the natural. (This makes taking thirds impossible/very hard for Protoss though, and buffs Liberators, I think :/)

[image loading]


This 2nd map I'm, eh about. I keep trying this dual natural entrance thing with hard results. That gold base has a rich geyser to incentivize protoss taking it.

[image loading]


On November 14 2015 12:58 scbroodsc2 wrote:
First time posting on TL for this kind of map feedback. I'm actually more on mapster but I feel like here is a better place for fast good feedback. Then, with the new LotV terrains, I've been wanting to make an Ulnar terrain. I did a very sketchy drawing on a piece of paper then I did it in the editor. But now, I realise it's way too big. So other than scale (and the fact that it's offcentered), any thoughts on how the overal is designed in a circle-ish shape, the high ground circle in the middle, the xel'naga towers... I know there is nothing on the map at all, but if this is going to be too big, I'd rather invest time in making from scratch a new terrain sized decently based on the same idea.

I wanted to get the square / diamond shape feeling of Ulnar with very deep area. I would have placed floating doodads in the dead zones and couple xel naga green light doodads here and there.


You could turn that into a 2v2 map?
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
ZieInverse
Profile Joined December 2014
18 Posts
November 19 2015 13:04 GMT
#3642
@dilemah and @scbroodsc2

both looking pretty cool actually. Interesting to see how they develop
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2015-11-20 02:16:45
November 19 2015 19:31 GMT
#3643
Flash Freeze
148 x 132
[image loading]

Aetherius
132 x 148
[image loading]

Talisman
132 x 144
[image loading]

Divinity
148 x 132
[image loading]


I was originally making these for HotS, but never completed them. Any potential here for LotV?
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
November 20 2015 07:41 GMT
#3644
[image loading]
"Not you."
Antares777
Profile Joined June 2010
United States1971 Posts
November 20 2015 15:52 GMT
#3645
@Meavis the naturals seem kinda vulnerable, maybe add an inbase natural in the mains and have that be the third? I think the middle is really cool and I like how many of the expansions are set up with the mineral lines facing the center. I'm assuming the gateways are for measuring chokes and won't actually be on the map.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
November 20 2015 18:24 GMT
#3646
On November 19 2015 13:02 DilemaH wrote:
Mag'Mell. Coming soon. Just an overview, I'll hide the eye candy for now

[image loading]

Those middle islands are super intriguing, but the "standard" portion of the map is really awkwardly designed. I think if you were to take another crack at the general flow for the outer edges, you'd have something more viable to play on while still holding the unique character of the map.
Twitter: @iamcaustic
DilemaH
Profile Blog Joined September 2012
Canada402 Posts
November 20 2015 22:02 GMT
#3647
Probably my biggest regret in that map is not putting enough thought into a viable third base. Or fourth, for that matter. I think I might remove that mineral base at the very top/bottom of the rings.

Also, what would you recommend I change?
They don't want you to construct additional pylons
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
November 23 2015 19:41 GMT
#3648
On November 21 2015 07:02 DilemaH wrote:
Probably my biggest regret in that map is not putting enough thought into a viable third base. Or fourth, for that matter. I think I might remove that mineral base at the very top/bottom of the rings.

Also, what would you recommend I change?

I think you've already nailed the crux of the issue: the need for a viable 3rd/4th. Here's something I cooked up real quick while sitting here at work. Definitely just a rough idea that needs some serious polish, but maybe it's a helpful starting point for you to jump off of.

[image loading]
Twitter: @iamcaustic
Avexyli
Profile Blog Joined April 2014
United States702 Posts
November 23 2015 20:45 GMT
#3649
[image loading]

Trying to work more with protoss friendly thirds, ended up with this weird 4 base layout.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2015-11-23 23:39:22
November 23 2015 23:35 GMT
#3650
^ horribly short rush distance, and why is the main so small, with so much airspace?

@meavis, righthand 3rd should be a tad closer. I'd prefer a flat middle between the ramps with a little more space between ramps, and maybe a xnt in there watching a portion of the ramps.

@antares: you should work on aetherius! ;D

are you going to forge at all in halo5?
Comprehensive strategic intention: DNE
DilemaH
Profile Blog Joined September 2012
Canada402 Posts
November 25 2015 01:08 GMT
#3651
On November 24 2015 04:41 iamcaustic wrote:
Show nested quote +
On November 21 2015 07:02 DilemaH wrote:
Probably my biggest regret in that map is not putting enough thought into a viable third base. Or fourth, for that matter. I think I might remove that mineral base at the very top/bottom of the rings.

Also, what would you recommend I change?

I think you've already nailed the crux of the issue: the need for a viable 3rd/4th. Here's something I cooked up real quick while sitting here at work. Definitely just a rough idea that needs some serious polish, but maybe it's a helpful starting point for you to jump off of.

[image loading]


Oh, haha. Should've clarified. The starting bases are at the top left and bottom right, not top right/bottom left. Is that any better then?
They don't want you to construct additional pylons
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
November 25 2015 04:42 GMT
#3652
Maybe it's just the red light doodads but something about Talisman speaks to me. I think it's the 3rd base that's closer except for the rocks. Kinda reminds me of the 4th on Atlantis Spaceship. I like the ideas being explored there but also agree that Aetherius is probably the more worthy map
~ ~ <°)))><~ ~ ~
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2015-11-25 08:05:12
November 25 2015 08:03 GMT
#3653
On November 24 2015 08:35 EatThePath wrote:
@antares: you should work on aetherius! ;D

are you going to forge at all in halo5?


On November 25 2015 13:42 TheFish7 wrote:
Maybe it's just the red light doodads but something about Talisman speaks to me. I think it's the 3rd base that's closer except for the rocks. Kinda reminds me of the 4th on Atlantis Spaceship. I like the ideas being explored there but also agree that Aetherius is probably the more worthy map


I'll work on Aetherius first. I have made a lot of concepts, but haven't actually finished a map and posted a thread in a while, so I'll try to only focus on that until I finish it. I just gotta make it look pretty ^^

Talisman I may have to redo, but I do want to try that third again.

I decided against getting an Xbox One and won't be playing Halo 5. At least for the time being.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
November 25 2015 21:29 GMT
#3654
On November 25 2015 10:08 DilemaH wrote:
Show nested quote +
On November 24 2015 04:41 iamcaustic wrote:
On November 21 2015 07:02 DilemaH wrote:
Probably my biggest regret in that map is not putting enough thought into a viable third base. Or fourth, for that matter. I think I might remove that mineral base at the very top/bottom of the rings.

Also, what would you recommend I change?

I think you've already nailed the crux of the issue: the need for a viable 3rd/4th. Here's something I cooked up real quick while sitting here at work. Definitely just a rough idea that needs some serious polish, but maybe it's a helpful starting point for you to jump off of.

[image loading]


Oh, haha. Should've clarified. The starting bases are at the top left and bottom right, not top right/bottom left. Is that any better then?

I wasn't really taking your starting locations into account with my doodle. Whichever corner you pick, you could just mirror my mockup around. That's if you even want to use what I drew up.
Twitter: @iamcaustic
SwedenTheKid
Profile Joined July 2014
567 Posts
November 27 2015 04:49 GMT
#3655
[image loading]

144x144

Thoughts?
Casual Mapmaker
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 27 2015 08:39 GMT
#3656
^ 3rd base choices are extremely far away
Comprehensive strategic intention: DNE
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
November 27 2015 08:41 GMT
#3657
@swedenthekid: maps with multi-entrance nats seem to work better in LotV, so you could try just removing the rocks and leaving it like that. that would give a 3rd which is close enough.
vibeo gane,
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2015-12-03 00:43:48
December 03 2015 00:43 GMT
#3658
[image loading]

148 x 136

Thoughts on the third, and the rocks?
Xenotolerance
Profile Joined November 2012
United States464 Posts
Last Edited: 2015-12-03 03:46:10
December 03 2015 03:45 GMT
#3659
Third looks fun, rocks seem either necessary or unnecessary I can't decide. It does look like it would get really hard to defend those three with the backdoor open.

[image loading]
152x152 two in one. rush is about 45 in both spawns.

My target to adjust next is the 3 and 9 o'clock base with all the unused space in front of it. My current plan is to bring the high ground natural toward the center and chop off its cliff above the 3rd, then move the 3rd closer in, then bring the bounds in.
www.alonetone.com/xenotolerance
Xenotolerance
Profile Joined November 2012
United States464 Posts
December 03 2015 21:45 GMT
#3660
Did the above, reduced the mains in size, moved the 12 and 6 o'clock pair of bases in. Added watchtowers. Map is now 144x144

[image loading]
www.alonetone.com/xenotolerance
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