![[image loading]](http://i.imgur.com/dqSSj4M.png)
pushed terrain around, added two bases, cleaned up aesthetics a bit. let me know if the layout is poopy
Forum Index > SC2 Maps & Custom Games |
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin | ||
Xenotolerance
United States464 Posts
![]() pushed terrain around, added two bases, cleaned up aesthetics a bit. let me know if the layout is poopy | ||
Antares777
United States1971 Posts
I think that the four bases you added make this map a lot better than it was before. The inbase thirds are probably the defining feature of the map and will be very important for flanking. Cassiopeia could work in LotV, iot does have a pretty unique layout. | ||
Meavis
Netherlands1300 Posts
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Rukis
United States252 Posts
On December 11 2015 22:11 Meavis wrote: ![]() it is definitely something, However I think the ramp that leads to a high ground reveal the main should have a ramp on both sides and have a destructible in the middle. (Just a thought) The center high grounds are very interesting btw. Worried about the straight line from nat to nat, if it is a problem how about combining the high ground between the 4 ramps in the middle. | ||
Fatam
1986 Posts
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Fictitious1267
37 Posts
![]() Another concept map. I thought it was a really cool idea to have destructible rocks at the 4th that workers could kill to hide behind while the army comes to save them. I decreased the HP of the rock tower to 100 (from 500). There's also some line of sight blockers behind it for some last minute dodging. The holes in the natural wall and the outside of the map I'll fill with doodads if the map is deemed good. There's also some destructible debris in the main that you can drop, or jump behind and then break your way into the base. I'm not sure if there is any advantage over just dropping normally, unless the normal route is manned. Also, I finally put in gold bases, but they are really exposed, so you filthy Zerg will have to work for it. Oh, around the gold base areas are more line of sight blockers to set up an ambush for an attacker. Plus, since gold bases aren't everyone's thing, there's 2 rich vespene bases in the midde, but all the mineral patches are 750 (just an experiment for now) Basically, if you decide to play standard, you skirt the outside all the way to the panic base (4th). If you want a greedy base (or both) you expand vertically, towards your enemy. Thoughts? | ||
EatThePath
United States3943 Posts
@Meavis: Ugh Y U make bluestorm when I'm making bluestorm. Actually our maps are very different (and everyone else has had a go at this too) but you're gonna make me look bad with your well-designed highground. I used gold bases on the weird enemy side base too, heh. Pretty sure cliffs overlooking the main are broken but, eh, who knows really with void. I would at least make the highground side unbuildable so you can't pylon into the main. | ||
Rukis
United States252 Posts
http://imgur.com/c9vuqzr or http://imgur.com/lJSJkSn | ||
EatThePath
United States3943 Posts
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Rukis
United States252 Posts
Decided it would look better with a more organic with classic 2nd tier installation feeling. I've updated the looks, its cleaner. I had to widen some areas, took ETPs idea (Thank you). Found a problem with scouting the main to main was WAY to short so I removed middle rocks and 3rd/2nd rocks and placed it on the 2 ramps in front. If someone can fill me in on worker scouting and tell me if 30 seconds is too short and if 50 is too long let me know, having trouble fixing that one. I might have to just make all the bases bigger (pretty terrible with ratios esp/ when it comes from the head without pre-drawings). Main is aligned with blizzard rules. 60ish degree: ![]() Overview: ![]() PS: Looking for someone to make the map look pretty pm please! | ||
Avexyli
United States690 Posts
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The_Templar
your Country52797 Posts
On December 23 2015 02:29 Avexyli wrote: That map looks like it's really really easy to grab three bases. Not any more than half the maps in the ladder today. | ||
Caviar
70 Posts
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Fatam
1986 Posts
The XNTs look like they are probably too powerful. Not sure if there's a great fix there other than to remove them. To the naked eye the highground middle bases look incorrectly made - the top/bottom geysers aren't efficient. | ||
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NewSunshine
United States5938 Posts
On December 24 2015 07:34 Caviar wrote: Heres a WIP I've been sitting on for a while. I think its starting to come together. Any suggestions/comments? + Show Spoiler + I dig it. The main base looks a bit large, but the map manipulates pathing well. The Xel'Naga towers are strong, but by being so they encourage you to move out to an extent that helps minimize turtling. The pathing you use, with the Xel'Naga towers to complement it, reminds me of Planet S. It has a nice flow. I would finish it. | ||
Bedna337
2 Posts
The idea is that there are two ways you can expand; the natural closer to your opponent is overlooked by a reaper-accessible cliff (connected to the main base, so you can send troops to defend) and the third (mostly its workers) is vulnerable to siege units. In return, there are four rich mineral patches and the way to your main base is protected by destructible ice. If you choose to expand the other way, you have to break the ice to get your third. Your workers will be more safe, but you will be vulnerable to frontal assaults. What do you think about it? Any feedback would be appreciated. ![]() | ||
MrSunny
Australia73 Posts
![]() Whats up TL, its been a while since i've visited. I was curious what a huge open map would be like in lotv, so i made this If you're interested to play on it, its currently published on NA as "purifier4spawn". Any comments will be well received and I'm interested to hear people thoughts. edit: this is just a layout and basic texture | ||
ShnAndrei
Romania164 Posts
On December 16 2015 17:18 Rukis wrote: So for now just to give it a name its called "Old Mar Sara" no specific reason. + Show Spoiler + Decided it would look better with a more organic with classic 2nd tier installation feeling. I've updated the looks, its cleaner. I had to widen some areas, took ETPs idea (Thank you). Found a problem with scouting the main to main was WAY to short so I removed middle rocks and 3rd/2nd rocks and placed it on the 2 ramps in front. If someone can fill me in on worker scouting and tell me if 30 seconds is too short and if 50 is too long let me know, having trouble fixing that one. I might have to just make all the bases bigger (pretty terrible with ratios esp/ when it comes from the head without pre-drawings). Main is aligned with blizzard rules. 60ish degree: ![]() Overview: ![]() PS: Looking for someone to make the map look pretty pm please! I think this map looks very good. I would definitely play this. | ||
Avexyli
United States690 Posts
![]() Tried a 4p rectangular symmetry map where I changed two of the spawns, making it 2p. Feels a little chokey, might push the lowground bases up, not too sure. Just an interesting concept. | ||
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