Work In Progress Melee Maps - Page 188
Forum Index > SC2 Maps & Custom Games |
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin | ||
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The_Templar
your Country52797 Posts
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SwedenTheKid
567 Posts
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. | ||
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The_Templar
your Country52797 Posts
On February 26 2016 07:51 SwedenTheKid wrote: 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. | ||
Kaeque
22 Posts
Misty's Valley 144x160 ![]() EDIT: I seem to have gotten a black minimap, how do you fix that? | ||
deymos
35 Posts
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
Iraq16955 Posts
+ Show Spoiler [Previous Version] + Map: Palenque Size: 164x164 ![]() Any comments, ideas, concerns? | ||
SwedenTheKid
567 Posts
Also, Misty Valley looks nice. ![]() Images + Show Spoiler + ![]() Images + Show Spoiler + | ||
SwedenTheKid
567 Posts
On February 27 2016 10:49 ZigguratOfUr wrote: I've tried to make the map slightly more open. + Show Spoiler [Previous Version] + Map: Palenque Size: 164x164 ![]() 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. | ||
ZigguratOfUr
Iraq16955 Posts
On February 27 2016 12:05 SwedenTheKid wrote: 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
567 Posts
On February 27 2016 12:11 ZigguratOfUr wrote: 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. | ||
ZigguratOfUr
Iraq16955 Posts
On February 27 2016 13:12 SwedenTheKid wrote: 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
567 Posts
![]() 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. | ||
SwedenTheKid
567 Posts
Here is another WIP. Starbow map, Neo Atlantis (port of BW Atlantis by Freakling). ![]() Images + Show Spoiler + | ||
Kaeque
22 Posts
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 + Images + Show Spoiler + 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 | ||
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Xenotolerance
United States464 Posts
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SwedenTheKid
567 Posts
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BalanceEnforcer
37 Posts
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. ![]() Images + Show Spoiler + ![]() Images + Show Spoiler + 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
9 Posts
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