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Work In Progress Melee Maps - Page 192

Forum Index > SC2 Maps & Custom Games
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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
May 19 2016 00:36 GMT
#3821
^Not bad, but since TLMC is (historically) the main way to get maps on ladder you might have to wait a while since you missed the deadline.
My main issue is that the third is too open, even though this is a pretty rushy map.
ModeratorI am still alive, somehow
TL+ Member
REALRetrO
Profile Joined December 2013
United States15 Posts
May 19 2016 00:39 GMT
#3822
Yeah, i was trying to get something out for tlmc but finals and just couldnt come up with anything good. originally, i planned on making the base adjacent to the natural the third, but when i play tested it, everyone took the base closest to the ramp. I like how tthat base is closer but more open and the other is farther but easier to defend. options.
(ノ◕ヮ◕)ノ*:・゚✧
drakonnan1st
Profile Joined May 2016
6 Posts
Last Edited: 2016-05-20 10:47:23
May 20 2016 10:46 GMT
#3823
'Sup friends
My second map, very WIP:
+ Show Spoiler +
[image loading]
[image loading]
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
Profile Joined November 2012
United States464 Posts
May 21 2016 21:51 GMT
#3824
by request from plexa, it's Cassiopeia with diagonal symmetry

[image loading]

148x148 nat to nat ~50
www.alonetone.com/xenotolerance
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2016-05-22 19:28:45
May 22 2016 19:27 GMT
#3825
On May 20 2016 19:46 drakonnan1st wrote:
'Sup friends
My second map, very WIP:
+ Show Spoiler +
[image loading]
[image loading]
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.
This is it... the alpaca lips.
Fatam
Profile Joined June 2012
1986 Posts
May 26 2016 22:46 GMT
#3826
[image loading]

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 +
[image loading]
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
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
May 26 2016 23:33 GMT
#3827
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.
Koektrommel
Profile Joined December 2012
Netherlands47 Posts
May 27 2016 00:23 GMT
#3828
I had an idea for a weird map and quickly scribbled this:
[image loading]

I am aware the mineral lay-outs are still bad. Is the idea worth finishing though? Or would this never ever be balanced?
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
May 27 2016 01:28 GMT
#3829
@koektrommel: looks way too chokey with almost no flanking opportunity, i'm all for good use of chokes but this is just straight up imbalanced
vibeo gane,
Fatam
Profile Joined June 2012
1986 Posts
May 27 2016 17:41 GMT
#3830
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.
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
Koektrommel
Profile Joined December 2012
Netherlands47 Posts
May 28 2016 15:31 GMT
#3831
You are right, it is very chokey. The idea was to have one side (the right-hand-side) be normal and open enough to attack through and have most engagements take place there. And the other side (the left-hand-side) be very chokey and difficult to attack through, but the many paths would make it usable for a lot of run-by's and harrassment. The open side should be more open though, so I changed the middle: + Show Spoiler +
[image loading]


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
Profile Joined June 2012
1986 Posts
Last Edited: 2016-05-28 19:53:48
May 28 2016 19:52 GMT
#3832
[image loading]

2nd version

Overhead: + Show Spoiler +
[image loading]


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.
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
Syphon8
Profile Joined July 2010
Canada298 Posts
June 01 2016 23:52 GMT
#3833
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.

[image loading]

Stacked eggs separating the golds from the center. Black highgrounds are unpathable,
',:/
Ingvar
Profile Joined April 2015
Russian Federation421 Posts
June 02 2016 06:59 GMT
#3834
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.

[image loading]

Stacked eggs separating the golds from the center. Black highgrounds are unpathable



Gold naturals shouldn't be a thing.
MMA | Life | Classic | Happy | Team Empire | Team Spirit
Syphon8
Profile Joined July 2010
Canada298 Posts
June 02 2016 22:23 GMT
#3835
On June 02 2016 15:59 Ingvar wrote:
Show nested quote +
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.

[image loading]

Stacked eggs separating the golds from the center. Black highgrounds are unpathable



Gold naturals shouldn't be a thing.


Good thing they're thirds then, eh?
',:/
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
June 03 2016 01:54 GMT
#3836
On June 03 2016 07:23 Syphon8 wrote:
Show nested quote +
On June 02 2016 15:59 Ingvar wrote:
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.

[image loading]

Stacked eggs separating the golds from the center. Black highgrounds are unpathable



Gold naturals shouldn't be a thing.


Good thing they're thirds then, eh?

Just because you want them to be thirds doesn't mean people will take them as thirds.
ModeratorI am still alive, somehow
TL+ Member
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
June 03 2016 02:45 GMT
#3837
The mains on Byzantine are excessively big.
Syphon8
Profile Joined July 2010
Canada298 Posts
June 03 2016 04:13 GMT
#3838
On June 03 2016 10:54 The_Templar wrote:
Show nested quote +
On June 03 2016 07:23 Syphon8 wrote:
On June 02 2016 15:59 Ingvar wrote:
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.

[image loading]

Stacked eggs separating the golds from the center. Black highgrounds are unpathable



Gold naturals shouldn't be a thing.


Good thing they're thirds then, eh?

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
Profile Joined June 2012
1986 Posts
June 03 2016 05:01 GMT
#3839
[image loading]

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.
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
Ingvar
Profile Joined April 2015
Russian Federation421 Posts
June 03 2016 09:08 GMT
#3840
On June 03 2016 13:13 Syphon8 wrote:
Show nested quote +
On June 03 2016 10:54 The_Templar wrote:
On June 03 2016 07:23 Syphon8 wrote:
On June 02 2016 15:59 Ingvar wrote:
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.

[image loading]

Stacked eggs separating the golds from the center. Black highgrounds are unpathable



Gold naturals shouldn't be a thing.


Good thing they're thirds then, eh?

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.


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.
MMA | Life | Classic | Happy | Team Empire | Team Spirit
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