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Work In Progress Melee Maps - Page 188

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 186 187 188 189 190 217 Next
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
Last Edited: 2016-02-25 22:50:17
February 25 2016 22:50 GMT
#3741
@stk What's the nat-nat distance like?
ModeratorI am still alive, somehow
TL+ Member
SwedenTheKid
Profile Joined July 2014
567 Posts
February 25 2016 22:50 GMT
#3742
Here's an example of the map without the gold base.

[image loading]
Casual Mapmaker
SwedenTheKid
Profile Joined July 2014
567 Posts
February 25 2016 22:51 GMT
#3743
On February 26 2016 07:50 The_Templar wrote:
@stk What's the nat-nat distance like?


Path is 144 (don't know how to translate that to seconds).

Going the long way around is obviously much longer. Not sure by how much, depends on route.
Casual Mapmaker
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
February 25 2016 23:02 GMT
#3744
On February 26 2016 07:51 SwedenTheKid wrote:
Show nested quote +
On February 26 2016 07:50 The_Templar wrote:
@stk What's the nat-nat distance like?


Path is 144 (don't know how to translate that to seconds).

Going the long way around is obviously much longer. Not sure by how much, depends on route.

I think the minimum is something like 110-120 so that sounds fine.

FWIW, I think the gold base is pretty cool.
ModeratorI am still alive, somehow
TL+ Member
Kaeque
Profile Joined January 2016
22 Posts
Last Edited: 2016-02-26 04:04:10
February 26 2016 03:28 GMT
#3745
Made som changes, what ya think?

Misty's Valley
144x160
[image loading]

EDIT:
I seem to have gotten a black minimap, how do you fix that?
/keɪk/
deymos
Profile Joined February 2016
35 Posts
February 26 2016 05:45 GMT
#3746
On February 26 2016 12:28 Kaeque wrote:

I seem to have gotten a black minimap, how do you fix that?


When I've got this last time it was due to bad lighting setting
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2016-02-27 02:55:19
February 27 2016 01:49 GMT
#3747
I've tried to make the map slightly more open.

+ Show Spoiler [Previous Version] +
[image loading]

Map: Palenque
Size: 164x164
[image loading]
Any comments, ideas, concerns?
SwedenTheKid
Profile Joined July 2014
567 Posts
February 27 2016 01:50 GMT
#3748
Nearly finished two versions of my original sketch. Glad to get feedback. Which one do you think looks better?
Also, Misty Valley looks nice.

[image loading]
Images
+ Show Spoiler +
[image loading][image loading]



[image loading]
Images
+ Show Spoiler +
[image loading]
Casual Mapmaker
SwedenTheKid
Profile Joined July 2014
567 Posts
February 27 2016 03:05 GMT
#3749
On February 27 2016 10:49 ZigguratOfUr wrote:
I've tried to make the map slightly more open.

+ Show Spoiler [Previous Version] +
[image loading]

Map: Palenque
Size: 164x164
[image loading]
Any comments, ideas, concerns?


The spawns are imbalanced, as counter-clockwise has a huge advantage. The bases seem to be to far away from each other as well, and the map is very open in areas. Would change that.
Casual Mapmaker
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2016-02-27 03:42:19
February 27 2016 03:11 GMT
#3750
On February 27 2016 12:05 SwedenTheKid wrote:
Show nested quote +
On February 27 2016 10:49 ZigguratOfUr wrote:
I've tried to make the map slightly more open.

+ Show Spoiler [Previous Version] +
[image loading]

Map: Palenque
Size: 164x164
[image loading]
Any comments, ideas, concerns?


The spawns are imbalanced, as counter-clockwise has a huge advantage. The bases seem to be to far away from each other as well, and the map is very open in areas. Would change that.


Yeah, forced cross-spawns seems necessary. Which areas do you think are too open?

As for bases I can see your point. Both possible thirds look very far and hard to defend. Hmm...
SwedenTheKid
Profile Joined July 2014
567 Posts
February 27 2016 04:12 GMT
#3751
On February 27 2016 12:11 ZigguratOfUr wrote:
Show nested quote +
On February 27 2016 12:05 SwedenTheKid wrote:
On February 27 2016 10:49 ZigguratOfUr wrote:
I've tried to make the map slightly more open.

+ Show Spoiler [Previous Version] +
[image loading]

Map: Palenque
Size: 164x164
[image loading]
Any comments, ideas, concerns?


The spawns are imbalanced, as counter-clockwise has a huge advantage. The bases seem to be to far away from each other as well, and the map is very open in areas. Would change that.


Yeah, forced cross-spawns seems necessary. Which areas do you think are too open?

As for bases I can see your point. Both possible thirds look very far and hard to defend. Hmm...


I mean, the main issue is how easy it is to just sit at the ramp and hold 4 bases. It’s way to split. The flaw is in the layout. You have terrain shapes that take up so much space (I’m talking about the long corridors and center of the map) that you don’t have any room for alternate attack paths. As a general rule, every new base a player takes should give the enemy 1 new route to attack through, and/or make defending all the bases more problematic. This doesn’t mean there can’t be a defenders advantage, it’s actually one of the most important parts of a map, this just means the map needs a less restricted flow. It creates gameplay.
Casual Mapmaker
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
February 27 2016 04:28 GMT
#3752
On February 27 2016 13:12 SwedenTheKid wrote:
Show nested quote +
On February 27 2016 12:11 ZigguratOfUr wrote:
On February 27 2016 12:05 SwedenTheKid wrote:
On February 27 2016 10:49 ZigguratOfUr wrote:
I've tried to make the map slightly more open.

+ Show Spoiler [Previous Version] +
[image loading]

Map: Palenque
Size: 164x164
[image loading]
Any comments, ideas, concerns?


The spawns are imbalanced, as counter-clockwise has a huge advantage. The bases seem to be to far away from each other as well, and the map is very open in areas. Would change that.


Yeah, forced cross-spawns seems necessary. Which areas do you think are too open?

As for bases I can see your point. Both possible thirds look very far and hard to defend. Hmm...


I mean, the main issue is how easy it is to just sit at the ramp and hold 4 bases. It’s way to split. The flaw is in the layout. You have terrain shapes that take up so much space (I’m talking about the long corridors and center of the map) that you don’t have any room for alternate attack paths. As a general rule, every new base a player takes should give the enemy 1 new route to attack through, and/or make defending all the bases more problematic. This doesn’t mean there can’t be a defenders advantage, it’s actually one of the most important parts of a map, this just means the map needs a less restricted flow. It creates gameplay.


I'm not sure defending 4 bases is as easy as you say it is. The high ground long corridors can work against you and there are still four different angles of attack to defend when on four bases.

Nevertheless the long corridors do look like they need redesigning.
SwedenTheKid
Profile Joined July 2014
567 Posts
Last Edited: 2016-02-27 05:17:33
February 27 2016 05:16 GMT
#3753
[image loading]

Red are the deadzones on your map. Basically, any area that restricts unit movement is a deadzone. If deadzones are to large, the map becomes uninteresting and often a stale mate, with no one wanting to move out. Without enough dead zones, maps become imbalanced and games don’t last very long, as players can’t expand and hold expansions. The deadzones on this map are huge, just try to make the same sorts of lines on any other ladder or TLMC map. (I am aware of the paths blocked by rocks, but they really aren’t an option for anything outside of a few harassment units).

Blue is referring to the wide open middle, which is lacking in any sort of real strategic form. Luckily, making interesting centers ins’t very hard. Just experiment with different patters. As a general rule, the center should be somewhat open.
Casual Mapmaker
SwedenTheKid
Profile Joined July 2014
567 Posts
February 27 2016 19:27 GMT
#3754
Could someone redirect me to a thread which explains how to make LotV mineral lines? I assume they changed it since you start with more workers and there are half mined out minerals in the unit selection.

Here is another WIP. Starbow map, Neo Atlantis (port of BW Atlantis by Freakling).

[image loading]

Images
+ Show Spoiler +


[image loading]

[image loading]
Casual Mapmaker
Kaeque
Profile Joined January 2016
22 Posts
February 27 2016 20:32 GMT
#3755
On February 28 2016 04:27 SwedenTheKid wrote:
Could someone redirect me to a thread which explains how to make LotV mineral lines? I assume they changed it since you start with more workers and there are half mined out minerals in the unit selection.

Here is another WIP. Starbow map, Neo Atlantis (port of BW Atlantis by Freakling).

+ Show Spoiler +
[image loading]


Images
+ Show Spoiler +


[image loading]

[image loading]


I still use the ones outlined here: http://www.teamliquid.net/forum/sc2-maps/381401-proper-mineral-placement

Just make sure that the mineral patches furthest away are 900
/keɪk/
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
February 28 2016 20:43 GMT
#3756
Sweden what about something like this for the gold bases

[image loading]
~ ~ <°)))><~ ~ ~
Xenotolerance
Profile Joined November 2012
United States464 Posts
February 29 2016 00:33 GMT
#3757
On February 29 2016 05:43 TheFish7 wrote:
Sweden what about something like this for the gold bases

[image loading]


rad
www.alonetone.com/xenotolerance
SwedenTheKid
Profile Joined July 2014
567 Posts
February 29 2016 21:34 GMT
#3758
Looks cool, I’l try it out on one of the variants. Kind of just spewing out concepts these last few days, but here’s another one. Saw the concept of the low ground main used once before, with destructible objects used for defense. Map is probably to small, but hey, it’s just for fun. Will redo textures later, my “Dust Bowl” theme is kind of meh. The map also has a choice of natural bases, one easy to harass, one very open and further away.


[image loading]
Casual Mapmaker
BalanceEnforcer
Profile Joined February 2016
37 Posts
March 04 2016 07:30 GMT
#3759
On February 27 2016 10:50 SwedenTheKid wrote:
Nearly finished two versions of my original sketch. Glad to get feedback. Which one do you think looks better?
Also, Misty Valley looks nice.

[image loading]
Images
+ Show Spoiler +
[image loading][image loading]



[image loading]
Images
+ Show Spoiler +
[image loading]


I think you need much more air space, if your having those 3 base setups. They are the same on both maps and i feel they are to easy to hold on ground.
DeltaCadimus
Profile Joined February 2016
9 Posts
March 05 2016 14:27 GMT
#3760
I've stopped work for a while on my Slayn map and decided for a more traditional one. Sort of. That is because only the natural and supposed third are the only expos with normal minerals, while the remainder are high yield. One of the high-yields is covered by shrub and should be checked, and the natural is protected by destructible debris.

[image loading]
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