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Work In Progress Melee Maps - Page 184

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
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 04 2015 01:45 GMT
#3661
^ Ramps to middle highgrounds shoudl be 3 not 2, for most of them, imo
Comprehensive strategic intention: DNE
Xenotolerance
Profile Joined November 2012
United States464 Posts
December 04 2015 02:34 GMT
#3662
I made the one to the center a 3 cuz it was awkward, and a choke there didn't make sense to me looking at it again. The other two I think I'll keep as 2, so that you can't go direct from the high ground to the edge choke-free

[image loading]

First pass at texturing and stuff. Ice desert and aiur trees apparently. I think I'll do the mains in manmade though
www.alonetone.com/xenotolerance
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 04 2015 09:19 GMT
#3663
That's looking quite nice ^^
Comprehensive strategic intention: DNE
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 04 2015 11:46 GMT
#3664
So, just made this... thoughts?

[image loading]
118x162
Comprehensive strategic intention: DNE
Xenotolerance
Profile Joined November 2012
United States464 Posts
December 04 2015 16:51 GMT
#3665
I went a little cross-eyed at first glance but I think it should play pretty well. It's not as crazy as it looked right away. I like that you can turtle pretty hard on 3 but you have to move out past the chokes to really defend 4. and I really like the minerals in the corner

Here's where I'm picking up today
[image loading]

I hadn't planned on it, but the 10 and 4 o'clock natural ramp will have to start with rocks. After more experience with speedlings, I abandon the open backdoor to the main forever.
www.alonetone.com/xenotolerance
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 04 2015 18:08 GMT
#3666
You can block that choke with 1 depot/pylon, right? ZvZ would be annoying but playable imo, just a different opening meta for that spawn. I think the proximity of 4 bases makes up for the start. Maybe a rock tower would be good enough? idk

I like the textures.

There's something about the expo pattern that feels very satisfying and makes me want to play it, for both spawn setups
Comprehensive strategic intention: DNE
Xenotolerance
Profile Joined November 2012
United States464 Posts
Last Edited: 2015-12-04 18:41:08
December 04 2015 18:38 GMT
#3667
Right now it's 3 across so a rax or gateway, specifically so a single pylon can't block it in PvZ. I'm thinking mostly of early game i.e. 2-3 base TvZ, and how it's already hard for terran to move out in those spawns. As it is, terran attacking a 2-base zerg can get surrounded so easily, since the zerg doesn't have to get out to get a surround, they just go around, and it's really easy to counterattack because of the two entrances. Then there's defending two walls against roach-ravager and/or speedlings. I think it might be too hard. You're right that it could just make for a spawn-specific meta. It's definitely too early to overthink it, so I'll leave it as it is. maybe i'm just super scared of speedlings t.t

thank you! super helpful to think it out, appreciate the thoughts
www.alonetone.com/xenotolerance
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2015-12-05 02:20:08
December 05 2015 02:09 GMT
#3668
On December 04 2015 20:46 EatThePath wrote:
So, just made this... thoughts?

+ Show Spoiler +
[image loading]

118x162


Like the Dropship says... Destination?

Actually I think it works pretty well. Some of the chokes may need resizing but it's hard to say.

On December 05 2015 03:08 EatThePath wrote:
You can block that choke with 1 depot/pylon, right? ZvZ would be annoying but playable imo, just a different opening meta for that spawn.


If the extra choke is within the creep circle at start then it can be walled off in ZvZ, not true in this case but just an idea.

Like a 3 wide choke within the creep could be walled off by a pool and defended against lings by a queen behind it.

Another thought - with LotV and higher starting worker counts doesn't the size of a choke that can be reliably walled off before an early pool hits get bigger?
~ ~ <°)))><~ ~ ~
Fictitious1267
Profile Joined October 2015
37 Posts
Last Edited: 2015-12-08 08:55:54
December 08 2015 08:52 GMT
#3669
This is a concept map I'm working on. I want to know if you guys think it will work or not. I realize Liberators would be strong at some locations, but I'm not really that concerned with that aspect of it. I also realize that Reapers would be pretty good, but I think the rush distance is pretty far, so maybe it's not an issue. The concept is the Yin/Yang gold area, and trying to make the map functional, while still feeling very open. I also wanted to try to adopt some of the crazy feeling of the current ladder pool, without making the map biased too much.

Blue dot is where I'll put a Xel'Naga Tower.
Green lines are line of sight blockers.
Red lines are where I'm thinking about putting pathing blockers like trees and other doodads.
Ignore the doodads please.

[image loading]

Thoughts?

Now that I've posted the picture, I see that the main to natural distance is a bit far for our Zergs.
Maker of: Sunken Earth, Heavy Tide, Spe'shul Sky Park, Eroded Peak, Photon Overcharge Removal and Adept Mod, Equal Opportunity Photon Overcharge (Mod)
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2015-12-09 03:10:00
December 09 2015 02:55 GMT
#3670
@EatThePath:
That Destination-style design is sweet, just be careful with how vulnerable the main is against blink with those low ground forward expansions. I think with the three bridges in the center of the map, the two high ground obstructions at the 12 and 6 o'clock positions relative to the center are overkill and can be removed.

@Fictitious:
I think that the gold bases won't end up being balanced, which is unfortunate because it's a pretty unique idea to have your in base expansion closer to your opponent than to you. It's also asymmetrical, which I think ends up being a problem on this type of map. Other than that, there's not much going on in the map, the center is mostly flat and open without really anything notable.

I made some changes to one of my WIPs:
[image loading]
148 x 132

I removed the backdoor and placed rocks in a key choke point to make attacking the natural initially harder while still opening up another entrance to it. This doesn't mess with the flow as much as the previous version where there were rocks blocking the backdoor ramp into the natural (which I didn't really like anyway).

I'm currently considering shrinking the size of the ramps of the top left and bottom right expansions, and maybe widening the 1x ramp from the natural into the center and half-block it with rocks.

Thoughts?

EDIT: Just drafted up an alternative middle that slightly resembles Blue Storm:
+ Show Spoiler +
[image loading]


Thoughts on that?
Xenotolerance
Profile Joined November 2012
United States464 Posts
December 09 2015 03:48 GMT
#3671
I love the shit out of that blue storm middle
www.alonetone.com/xenotolerance
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2015-12-09 04:02:49
December 09 2015 03:58 GMT
#3672
@Antares: Like all these changes, do the bluestorm thing and the wider ramp with partial rocks. This map went from eh, kinda interesting to wowow for me. ;D

I put the highground nub in by the bridges on my map cause that space is just so open and nothing without it, and it makes it harder to defend all 3 bridges. I'm thinking about blocking the left and right bridge (at middle) with rocks to create more possibility for relevant map presence early game. Or, I could just shorten the map and shove it all closer to reduce the openness which is a little too much imo if I remove the highground.

Is blink that big of a deal in LotV? The ladder maps have some ridic blink cliffs but it doesn't seem to ruin anything.

@Ficitious: Def a cool concept, but it should probably be in a rotationally symmetric map to prevent the obv potential for imbalance. Unfortuantely I realize that means a Desert Oasis type design, which is pretty unappetizing with a giant functionally no-path area in the middle. But, it could be something to tinker with. Probably it would want some rocks to make map access across mid possible at some point during the game.

Also the top of the map is pretty bland but I realize it's just there to be the bread to the gold yinyang butter.
Comprehensive strategic intention: DNE
Xenotolerance
Profile Joined November 2012
United States464 Posts
December 09 2015 04:05 GMT
#3673
I think P has other equally great strategies it can use, and T can't do as much to them along the lines of a +1 stim medivac timing, so blink timings just aren't as common. Liberators are a thing now, and they seem to work pretty well against stalkers when they have support. Blink in other matchups never seemed quite as important to map balance, but that might change too.

Further, I think we will learn a great deal more about what's broken and what isn't from GSL preseason this weekend... it might turn out that balancing for blink is still just as crucial. Possibly more so. we will see
www.alonetone.com/xenotolerance
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2015-12-09 04:13:26
December 09 2015 04:12 GMT
#3674
@Xenotolerance:
Thanks! I'm probably going to use the Blue Storm middle. Initially I was wary to use it, since almost every map I've made has used a Blue Storm-ish middle with three main ramps on each side. Well, I'm pretty much a one trick pony already, I haven't really made anything significant in a long time

@ETP
I'll use the Blue Storm middle. Seems like the better mid.

Heh, now that I think about it, we haven't really seen oppressive blink timings too much. It's probably fine to leave it as is for now. Honestly you have plenty of options regarding the center of the map. I like your suggestion of blocking the side bridges, that's pretty cool. What if you also made the bridges longer as well? This way it would indirectly shrink the openness of the center without shrinking the vertical map bounds.


I continued with the Blue Storm mid design and have this so far:
[image loading]
148 x 132

I'm going to keep playing around with chokes and rocks. I also unblocked the golds, I don't think they need to be blocked in their current state anyway. I also extended a small part above the natural to cover the low ground third a little better.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2015-12-09 04:22:26
December 09 2015 04:21 GMT
#3675
FWIW I like the old (spoilered) picture better, the lanes were more apparent and the choke dynamics through the middle more interesting. This just has islands of nopath blocked by rocks or bases. Middle looks a little tight for lategame or gold base defense.

I'll try playing around with the long bridges. ^^

Thks for blink thoughts guys
Comprehensive strategic intention: DNE
Xenotolerance
Profile Joined November 2012
United States464 Posts
December 09 2015 05:02 GMT
#3676
I see what ETP is saying, though in general I do like the new one better. Especially putting in the rocks in that second spot right under the corner base.

Is it possible to turn the gold base around, so to speak, without throwing that area out of whack? That would make it 100x easier to defend, hence more likely to get used, hence more likely to mine out, which is AWESOME. My favorite element of the map is how it would change dramatically as it mines out. Super rad
www.alonetone.com/xenotolerance
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2015-12-09 05:46:58
December 09 2015 05:25 GMT
#3677
@ETP:
Noted. I can open the chokes up a little more and try to make the lanes more apparent. I think I know what you mean.

@Xeno:
By turning the base around, do you mean so that the mineral line faces and blocks the other flat choke into it? That would be... interesting. It's cool in the sense that the base is easier to defend for the defender and easier to harass for the attacker, but harder to attack directly. However, flipping it like that would make the natural more vulnerable by opening up the path that's currently blocked. Units would be able to travel to the backdoor entrance to the natural easier and retreat easier too. I'd also have to move the towers for them to make sense. It's an interesting idea, I'll try it in a fourth version to see if I can make it work.

This is what I have now:
[image loading]

I tried to make the lanes "more apparent" but idk if I did that or not. What do you guys think about a rock in the center choke? Rush distance is pretty quick, and combined with a two entrance natural it could be a problem. I also moved the towers to the other side of the choke they were at, this way they work to defend the gold better.

EDIT: @Xeno:
I flipped the gold mineral lines and came up with something like this:
+ Show Spoiler +
[image loading]

I feel like the original golds are better placed, but I could try this on a different map.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 09 2015 05:43 GMT
#3678
Yeah I like this better. I say keep gold as-is, because you can always take them as a mineral-only from the back if you want the easy base. Gas should be a reward, imo, and this also gives a good incentive for more base, same # workers, more income.

I would move the low 3rd towards the center lane 1-2 diag squares; that lowground under the nat ramp looks unnecessarily wide and the base location unnecessarily cramped.





I lengthened the bridges and put in an ovy dot with some LosB, I think I like this now. (And rocks)

[image loading]
Comprehensive strategic intention: DNE
Xenotolerance
Profile Joined November 2012
United States464 Posts
Last Edited: 2015-12-09 06:12:26
December 09 2015 05:48 GMT
#3679
I dig the new tower spot. I don't mean blocking the other choke - I mean blocking the same choke, but just adjusting the high ground a bit, shuffling the minerals over a couple spaces, and putting the vespene on the other side. So the wall is in the same spot but the ideal base placement is on the other side. It may not work with the proportions you have going on. In any event I agree with ETP, mineral only from the back is good. probably best to leave it as is

Also - I miss the chokes from the previous version. Behind the 3rd, and the very center, are the spots I'm looking at.

ETP yer map is cool. i think the rocks at the natural work pretty good. the rocks in the middle I think do not add much. maybe sight blockers? or towers
www.alonetone.com/xenotolerance
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2015-12-09 06:44:23
December 09 2015 06:36 GMT
#3680
@Xeno:
Oh, I get it. Yeah, I could try that out in a different map; I feel this one is heading in a different direction.

I decided to put a rock in the center choke because the rush distance combined with the two entrance nat made me a bit worried. I may add the choke outside the back of the third back in though.

@ETP:
Hmm I actually think that long ramps + the rocks are too much, and that one or the other would be better. There really is very little incentive to kill the rocks early.
Alternative idea: make it one bridge, and make it wider, but keep the length. Add two Huge \ rocks so it looks like \\\ where the middle \ is the path and the side \s are the rocks. Does that make sense? That could be cool.

Next time I post my WIP it'll be in a thread. Thanks for all the feedback guys! And probably after finals are over, but who knows. One should never underestimate my procrastinating skills...
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