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Work In Progress Melee Maps - Page 189

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 187 188 189 190 191 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2016-03-06 03:42:04
March 06 2016 03:41 GMT
#3761
On March 05 2016 23:27 DeltaCadimus wrote:
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]


That actually looks like it could be a Blizzard map, for better or worse.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Fatam
Profile Joined June 2012
1986 Posts
March 06 2016 05:06 GMT
#3762
I think the map is pretty cool in some ways but definitely has too many bases in the north.
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
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
March 06 2016 06:43 GMT
#3763
On March 06 2016 14:06 Fatam wrote:
I think the map is pretty cool in some ways but definitely has too many bases in the north.

what do you mean? it's mirrored both vertically and horizontally.
vibeo gane,
Fatam
Profile Joined June 2012
1986 Posts
March 06 2016 10:29 GMT
#3764
My bad, I had just got off work (*tries to come up with other excuses*) Thought it was 2p mirrored not 4p. Maybe it should be 2p mirrored though! Seems like too many free bases behind 1 choke in the late game. If it was 2p you could fix that.
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
DeltaCadimus
Profile Joined February 2016
9 Posts
March 06 2016 16:40 GMT
#3765
On March 06 2016 19:29 Fatam wrote:
My bad, I had just got off work (*tries to come up with other excuses*) Thought it was 2p mirrored not 4p. Maybe it should be 2p mirrored though! Seems like too many free bases behind 1 choke in the late game. If it was 2p you could fix that.


No, this is a 4p map. My only concern, but I'm leaving it for later, is how to make cross-spawns, as I'm a bit concerned vertical spawns would be too easily accessed via the far left/right gold expos.

Also, there's not this much free bases as you'd think - The entrance to the third, or the front, is wide open and it takes a considerable distance to reach the golden fourth for a defense. Also, the destructible debris which can access the backdoor natural makes a sneak in viable.
Kaeque
Profile Joined January 2016
22 Posts
Last Edited: 2016-03-09 20:42:10
March 09 2016 20:37 GMT
#3766
(2) Carolyn's Ridge (alpha)
152x152
[image loading]

* Still very rough cliff work in some places
* Proper pathing is missing
* Uploaded on EU as "Carolyn's Ridge (alpha)"

Tried to achieve a map that work differently throughout the various stages of the game.
Since these dynamics come more into play in a longer game, i tried to keep it somewhat macro oriented, with defensible chokes in many places, however there are so many different routes through the map that counter attacks might be an issue.
Can't deny that the recently uploaded CruX Genesis have inspired the ridges and some of the cliff work that surrounds them, a dope map imo.
Any and all feedback is appreciated!
/keɪk/
SwedenTheKid
Profile Joined July 2014
567 Posts
March 16 2016 20:42 GMT
#3767
144x144, 1v1
[image loading]

Thoughts?
Casual Mapmaker
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
March 16 2016 21:31 GMT
#3768
On March 17 2016 05:42 SwedenTheKid wrote:
144x144, 1v1
[image loading]

Thoughts?


Which are the mains?
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2016-03-16 22:08:22
March 16 2016 22:05 GMT
#3769
I assume bottom left and top right

Kind of cool. I've always been a fan of easy yet really far away bases like those golds. I have no idea why the rocked off bases in the top left bottom right are so enormous, but w/e
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
SwedenTheKid
Profile Joined July 2014
567 Posts
March 17 2016 02:17 GMT
#3770
bottom left and top right. I assumed it was obvious but with all the creative maps I guess there is room for confusion.
Casual Mapmaker
SwedenTheKid
Profile Joined July 2014
567 Posts
March 17 2016 03:01 GMT
#3771
new idea. 144x144

All Spawns enabled!

[image loading]
Casual Mapmaker
Fatam
Profile Joined June 2012
1986 Posts
March 17 2016 04:00 GMT
#3772
dem rush distances
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
maximus_0
Profile Joined January 2013
United States43 Posts
March 17 2016 19:03 GMT
#3773
Vadu Base FT
published on NA

176x135

Castanar textures

[image loading]
[image loading]
[image loading]
Main [image loading]
3rd/4th [image loading]
Alt 4th/5th [image loading]
6th top base [image loading]
Avexyli
Profile Blog Joined April 2014
United States694 Posts
March 18 2016 01:19 GMT
#3774
When exporting images can you click "use as minimap" twice and then add a 0 to each bound number? And check "Points" and "Points - Start Location Only"so we can see the map better. I have no idea what's going on from the overview you posted.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
SwedenTheKid
Profile Joined July 2014
567 Posts
Last Edited: 2016-03-19 02:16:25
March 18 2016 20:12 GMT
#3775
(Updated Post)

[image loading]

152x152 bounds

Casual Mapmaker
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2016-03-19 05:24:54
March 19 2016 05:18 GMT
#3776
that's pretty crazy. The middle being kind of 1 big island other than the 2 small rocked entrances is something we don't see too often (noah's ark? is the last time I can remember it). I guess people will bring up circle syndrome and turtling but it's still interesting.

Something really interesting that people might not notice at first is how the 3rd works. You will want to defend it either by being on the highground above it or all the way at the 1FF ramp next to the 4th, which is pretty far from the rocked entrance from the middle. So opening up the middle rocks to attack that way becomes attractive, yet it also opens yourself up.
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
SwedenTheKid
Profile Joined July 2014
567 Posts
March 19 2016 13:55 GMT
#3777
On March 19 2016 14:18 Fatam wrote:
that's pretty crazy. The middle being kind of 1 big island other than the 2 small rocked entrances is something we don't see too often (noah's ark? is the last time I can remember it). I guess people will bring up circle syndrome and turtling but it's still interesting.

Something really interesting that people might not notice at first is how the 3rd works. You will want to defend it either by being on the highground above it or all the way at the 1FF ramp next to the 4th, which is pretty far from the rocked entrance from the middle. So opening up the middle rocks to attack that way becomes attractive, yet it also opens yourself up.


Yeah, what I was thinking. It's a pretty crazy idea, my main worrys were circle syndrome and Zerg not being able to get surrounds on the way around the map, but I also feel like the ability to open up the middle makes thing a lot better and interesting. Glad for the feedback.
Casual Mapmaker
maximus_0
Profile Joined January 2013
United States43 Posts
March 20 2016 08:53 GMT
#3778
[image loading]

Emerald Sands
pretty sure it's 152x152

i added the center rocks to create a longer path, since the map plays quite small

rest of album
imgur.com

-NegativeZero-
Profile Joined August 2011
United States2141 Posts
March 20 2016 09:13 GMT
#3779
On March 19 2016 05:12 SwedenTheKid wrote:
(Updated Post)

+ Show Spoiler +
[image loading]


152x152 bounds


nice tileset, reminds me of one of my own personal favorite to use tilesets
vibeo gane,
Big J
Profile Joined March 2011
Austria16289 Posts
March 20 2016 14:07 GMT
#3780
[image loading]

[image loading]



Any tips or comments about this? I want to do some Protoss textures on the left with a bit of metal stuff towards the right.
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