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Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin |
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.
I think there will be no need to use whole map besides main and natural. There is simply no point to do that due to short rush distance (if mains are where I think they are).
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![[image loading]](http://i.imgur.com/ZQA75hT.jpg)
Template I've been messing with for a while. Since map submission for the blizz thing I haven't had too much free time to finish a map but I've been slowly iterating on a couple templates.
A couple main ideas on this one - a large entrance into enemy territory that goes inbetween 2 bases yet doesn't actually have a good entrance to either. Unorthodox engagements ho!
Also the lategame bases are chokey and have long paths so this and other things on the map promote airplay. The gold base with XNT is a bit cheeky, hoping it can provide a fun option to play the map out. The XNT is also desirable to watch your back for drops. Anyway would love any and all feedback.
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i have no idea how you keep coming up with more interesting nat/3rd layouts but you make it work, very nice
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![[image loading]](http://i.imgur.com/1LOYU7d.png)
Creative maps creative maps creative maps!
There are a bunch of LOS blockers that didn't capture. The XNT's in the middle base overlap on the center doublegold.
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On April 04 2016 09:58 Syphon8 wrote:+ Show Spoiler +Creative maps creative maps creative maps! There are a bunch of LOS blockers that didn't capture. The XNT's in the middle base overlap on the center doublegold. liberators liberators liberators!
seriously though, those mains are just begging to be delivered a healthy dose of freedom™
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On April 04 2016 10:09 -NegativeZero- wrote:Show nested quote +On April 04 2016 09:58 Syphon8 wrote:+ Show Spoiler +Creative maps creative maps creative maps! There are a bunch of LOS blockers that didn't capture. The XNT's in the middle base overlap on the center doublegold. liberators liberators liberators! seriously though, those mains are just begging to be delivered a healthy dose of freedom™
But there is literally no deadspace around the mains, except for a strip in the middle just wide enough to block Sieges and Stalkers. Liberators would be vulnerable to ground units no matter where you put them.
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it's not enough, the freedom is too strong
woop
![[image loading]](http://i.imgur.com/JWzdcdz.png)
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i'd like to see someone try to FFE at the ramp in the middle of the map lol
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I've been working on this map in the past day, would like to have some feedback has I'm unfamiliar with the LotV Meta. I've got 2 layout, not sure which one is better.
![[image loading]](http://i.imgur.com/BKqhJdE.jpg)
![[image loading]](http://i.imgur.com/rSwfpW5.jpg)
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your Country52797 Posts
Icetoad: Looks like a pretty decent map to me. Nothing really stands out, good or bad, and nothing really looks imbalanced as far as I can tell.
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I feel like that gold would never be taken.
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![[image loading]](http://i.imgur.com/YbZOyTY.jpg) 168x168 playable size, 4 player, custom symmetry.
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![[image loading]](http://i.imgur.com/wZ47zdz.jpg)
Super early template, just wanted to try something somewhat standard (well, standard for me) and enjoyable. The 3rd and nat are ~equidistant to the main ramp (actually, the forward base is slightly closer) so you can definitely take the forward base as your nat if you want if the matchup permits. I left the pseudo-island without anything blocking the town hall spot because I think it's actually ok for T to float a CC there if they want. Anyone worth their salt will have an overlord or whatever scouting the location so they can try to punish. I think I managed to make middle bases that are actually takeable, too.
@ sweden, I think that's interesting, although the "in-base" side of those bases seem better for T than the other races (siege tanks to defend, and T cares more about mineral only bases than the other races)
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I can't make a map, but I'm wondering if this would be possible to implement in a map.
I was trying to think of a rush map, that would still have bases impossible to take early in the game (without rocks). The idea is have the main base (The one you start with) block a path to an expansion. Ergo, you could only really take it after your main mines out, because you'd have to kill/move your main.
![[image loading]](http://i.imgur.com/iWQ8bIS.jpg)
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On May 05 2016 22:20 InfCereal wrote:I can't make a map, but I'm wondering if this would be possible to implement in a map. I was trying to think of a rush map, that would still have bases impossible to take early in the game (without rocks). The idea is have the main base (The one you start with) block a path to an expansion. Ergo, you could only really take it after your main mines out, because you'd have to kill/move your main. + Show Spoiler +
Wouldn't that give a large advantage to terran? And also couldn't you rally workers from your main to the expansion?
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@infcereal: that would just make it impossible to prevent your main from getting taken out by a drop on the other side
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your Country52797 Posts
Avex, what's the rush distance on that?
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