My main issue is that the third is too open, even though this is a pretty rushy map.
Work In Progress Melee Maps - Page 192
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
My main issue is that the third is too open, even though this is a pretty rushy map. | ||
REALRetrO
United States15 Posts
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drakonnan1st
6 Posts
![]() My second map, very WIP: + Show Spoiler + ![]() ![]() Note: Map is currently textured to distinguish high-ground - low-ground, ill make it pretty later... and ignore the nexi, i used them as a guide Name: not sure yet, one word should be nerazim-related, another one of the following: Mausoleum, Library, Temple, Archives etc. (e.g. 'Mausoleum of Matriarchs' or something) Playable Bounds=140x136 comments and criticism pls! Features: pocket third with xelnaga tower, siege-able later on blink-able chasms 2 golds, 2 destructible rocks Potential changes (will these be good?): pocket third is moved towards main, and becomes an unblocked pocket nat, old-third-new-nat gets a second ramp with destructible rocks base between gold and 4th is merged with the gold, where that base once was is now open Also, how do you give a map an interior feel? and is there an easy way to do the trim curbs? thanks | ||
Xenotolerance
United States464 Posts
![]() 148x148 nat to nat ~50 | ||
Namrufus
United States396 Posts
On May 20 2016 19:46 drakonnan1st wrote: 'Sup friends ![]() My second map, very WIP: + Show Spoiler + ![]() ![]() Note: Map is currently textured to distinguish high-ground - low-ground, ill make it pretty later... and ignore the nexi, i used them as a guide Name: not sure yet, one word should be nerazim-related, another one of the following: Mausoleum, Library, Temple, Archives etc. (e.g. 'Mausoleum of Matriarchs' or something) Playable Bounds=140x136 comments and criticism pls! Features: pocket third with xelnaga tower, siege-able later on blink-able chasms 2 golds, 2 destructible rocks Potential changes (will these be good?): pocket third is moved towards main, and becomes an unblocked pocket nat, old-third-new-nat gets a second ramp with destructible rocks base between gold and 4th is merged with the gold, where that base once was is now open Also, how do you give a map an interior feel? and is there an easy way to do the trim curbs? thanks My primary criticism of this map is that it looks very chokey - there are only three ground routes, each of them are uniformly narrow (no space for surrounds), and each of the routes is very distant from the other (if you want to avoid the central highground, you have to go alllllll the way around, giving the enemy plenty of time to reposition or just attack you. small chokes are fine and can be very interesting, but generally some open spaces are needed for counterbalance. My suggestion would be to either widen the central corridor significantly or introduce some additional routes (possibly rock blocked) in order to open up some more movement options. Interiors are tough to do. Concentrating on wall doodads (things like monitors, lights, xel naga cliff things etc) helps I think, along with placing highground on the borders of the map. Opening up blizzard campaign maps in the editor is a good way to get decoration ideas, I'd take a look at some of the "installation" missions, in particular "The Infinite Cycle" LOTV campaign map might be of some help. Trim doodads are also tough, I haven't personally found a way to easily use them, though the symmetry tool helps cut down the total amount of work. | ||
Fatam
1986 Posts
![]() Was doodling around the last few days, wanted to make one more stab at a solid macro map with super ambiguous expansion patterns (not sure that's really been done yet) before I went back to making weird stuff. Aesthetics are just partially done for now. Overhead: + Show Spoiler + ![]() | ||
ZigguratOfUr
Iraq16955 Posts
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Koektrommel
Netherlands47 Posts
![]() I am aware the mineral lay-outs are still bad. Is the idea worth finishing though? Or would this never ever be balanced? | ||
-NegativeZero-
United States2141 Posts
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Fatam
1986 Posts
On May 27 2016 08:33 ZigguratOfUr wrote: You've succeeded in making the expansion pattern ambiguous, but every potential third looks really difficult to hold. The expansion pattern is ambiguous not because every third is equally attractive, but because they are all equally unattractive. maybe so. I used to have rocks on the ramp at the ramp that goes towards the middle on the 12/6 thirds, which made them much easier to take. But I was scared it would mess with the flow of the map too much. Maybe if I add them back and look at the ledge above the 2/8 thirds. | ||
Koektrommel
Netherlands47 Posts
![]() Would this be better? Or should I just give up on the idea. If so, what specific kind of attacks, plays, abuses are you worried about? | ||
Fatam
1986 Posts
![]() 2nd version Overhead: + Show Spoiler + ![]() Moved 12/6 base a smidge closer to the nat, changed rocks, receded the highground away from the 2/8 base and opened it a bit. The idea being that zerg will want to take either the 2/8 base or the 12/6 as they are both pretty open. In PvZ protoss should be able to take the center base as a third with the new rocks. Terran probably takes the middle or the 12/6 base. But depending on the MU they all could expand differently. I was thinking about putting a rock tower next to the 1FF ramps in the middle, or next to the highground opening next to them, as something you could knock down if you take the middle base as your 3rd to solidify it a little. Not sure about it though, might be too nitpicky and unnecessary. | ||
Syphon8
Canada298 Posts
Unrelated, I've been doodling some large maps with some varied inspiration. This one's Byzantine. ![]() Stacked eggs separating the golds from the center. Black highgrounds are unpathable, | ||
Ingvar
Russian Federation421 Posts
On June 02 2016 08:52 Syphon8 wrote: + Show Spoiler + Love it Fatam. Agree with the Rock Tower by the 1x ramp. I'd also move the low-ground at 8 oclock a hex or two closer to the main. Unrelated, I've been doodling some large maps with some varied inspiration. This one's Byzantine. ![]() Stacked eggs separating the golds from the center. Black highgrounds are unpathable Gold naturals shouldn't be a thing. | ||
Syphon8
Canada298 Posts
Good thing they're thirds then, eh? | ||
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The_Templar
your Country52797 Posts
Just because you want them to be thirds doesn't mean people will take them as thirds. | ||
ZigguratOfUr
Iraq16955 Posts
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Syphon8
Canada298 Posts
On June 03 2016 10:54 The_Templar wrote: Just because you want them to be thirds doesn't mean people will take them as thirds. I mean, you can try but they'd be pretty damn exposed for naturals. | ||
Fatam
1986 Posts
![]() New template, still pretty rough. Polar night-esque corner base, mixed with a lot of other ideas. Nat choke to either 3rd is 32 both ways although the one does appear further b/c optical illusion. Feel like there are a couple things that still need to be changed here, but I'm slowing down. | ||
Ingvar
Russian Federation421 Posts
On June 03 2016 13:13 Syphon8 wrote: I mean, you can try but they'd be pretty damn exposed for naturals. If I understand correctly, because of eggs they are accessible by army by land from main only? And I can siege tanks in the main to protect mineral lines from harassment. Best terran natural ever. Probably also good as protoss at least vs Z. | ||
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