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Work In Progress Melee Maps - Page 185

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
Xenotolerance
Profile Joined November 2012
United States464 Posts
December 10 2015 05:05 GMT
#3681
first run at updated LotV layout for cassiopeia of old
[image loading]
pushed terrain around, added two bases, cleaned up aesthetics a bit. let me know if the layout is poopy
www.alonetone.com/xenotolerance
Antares777
Profile Joined June 2010
United States1971 Posts
December 10 2015 19:25 GMT
#3682
At a first glance, I'd want to cut two bases; the high ground ones at the 3 and 9 o'clock positions. There's really not enough room for 16 bases with this layout, and 14 seems to be the magic number for 2p maps right now.

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
Profile Blog Joined September 2011
Netherlands1300 Posts
December 11 2015 13:11 GMT
#3683
[image loading]
"Not you."
Rukis
Profile Joined April 2009
United States252 Posts
December 12 2015 04:08 GMT
#3684
On December 11 2015 22:11 Meavis wrote:
[image loading]

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.
Flash was the Genius, Nada was the true god.
Fatam
Profile Joined June 2012
1986 Posts
December 12 2015 05:05 GMT
#3685
Looks like a fun reboot. Obviously the primary issue may be the cliffs above the main, since lowground mains are more abusable in SC2 than BW. Maybe if the main was a little bigger it would be possible to cram most of your buildings in the middle if you're worried your opponent will abuse that. But that might partially ruin the point of that feature, so idk.
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
Fictitious1267
Profile Joined October 2015
37 Posts
Last Edited: 2015-12-12 05:55:56
December 12 2015 05:53 GMT
#3686
Currently named: Panic Base.

[image loading]

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?
Maker of: Sunken Earth, Heavy Tide, Spe'shul Sky Park, Eroded Peak, Photon Overcharge Removal and Adept Mod, Equal Opportunity Photon Overcharge (Mod)
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 12 2015 20:46 GMT
#3687
@Fictitious: It's very large and open in the middle, I would add some more hard boundaries on routes and subdivide the space a little more. The horizontal expo pattern is great. The panic room idea is cool but not very realistic; workers take a long time to kill destructible rocks and I don't think anyone really wants to trap their workers behind rocks. And if the harass was medivac / prism based, lul.


@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.
Comprehensive strategic intention: DNE
Rukis
Profile Joined April 2009
United States252 Posts
Last Edited: 2015-12-14 03:09:13
December 14 2015 03:05 GMT
#3688
Images are not working for some reason..

http://imgur.com/c9vuqzr

or

http://imgur.com/lJSJkSn
Flash was the Genius, Nada was the true god.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 14 2015 21:42 GMT
#3689
@Rukis: first picture much better, you need that connectivity in the middle. I assume the gaps between closely aligned ramps will remain open for passage? I'd say widen that gap 2 squares, and maybe add a smaller ramp on either side of middle on the opposite corners of that highground. Maybe 3x ramps that start with rocks, or 2x that start blocked.
Comprehensive strategic intention: DNE
Rukis
Profile Joined April 2009
United States252 Posts
December 16 2015 08:18 GMT
#3690
So for now just to give it a name its called "Old Mar Sara" no specific reason.

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:
[image loading]

Overview:
[image loading]

PS: Looking for someone to make the map look pretty pm please!
Flash was the Genius, Nada was the true god.
Avexyli
Profile Blog Joined April 2014
United States702 Posts
December 22 2015 17:29 GMT
#3691
That map looks like it's really really easy to grab three bases.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
December 22 2015 19:01 GMT
#3692
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.
Moderatorshe/her
TL+ Member
Caviar
Profile Joined April 2011
70 Posts
December 23 2015 22:34 GMT
#3693
Heres a WIP I've been sitting on for a while. I think its starting to come together. Any suggestions/comments?

[image loading]
Fatam
Profile Joined June 2012
1986 Posts
December 24 2015 08:07 GMT
#3694
Looks interesting. I think the fact that there are highgrounds in both directions from the third / area between the nat and third encourages offensive play and discourages turtling, which is nice.

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.
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
.Bink
Profile Joined December 2015
3 Posts
December 24 2015 19:21 GMT
#3695
I wanted to try my hand at some symmetry that isn't rotational.

[image loading]
NewSunshine
Profile Joined July 2011
United States5938 Posts
December 25 2015 19:38 GMT
#3696
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 +
[image loading]

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.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Bedna337
Profile Joined December 2015
2 Posts
Last Edited: 2015-12-31 15:17:09
December 28 2015 18:47 GMT
#3697
My first map. The main bases are marked by black circles.
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.


[image loading]
ROACH?
MrSunny
Profile Joined September 2011
Australia73 Posts
Last Edited: 2015-12-31 06:11:21
December 31 2015 06:10 GMT
#3698
[image loading]

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
Profile Joined March 2011
Romania164 Posts
December 31 2015 10:01 GMT
#3699
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:
[image loading]

Overview:
[image loading]

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
Profile Blog Joined April 2014
United States702 Posts
Last Edited: 2016-01-04 21:39:07
January 04 2016 21:38 GMT
#3700
[image loading]

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.

AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
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