Work In Progress Melee Maps - Page 196
Forum Index > SC2 Maps & Custom Games |
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin | ||
-NegativeZero-
United States2141 Posts
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Syphon8
Canada298 Posts
![]() Generally polished up the geometry while trying to address the points raised about rotational imbalances and z issues. Mains are a little bigger, some stuff is pushed around a little. XNTs to the sides of the cardinal ramps have no overlap, and can't see into the mains. They also do not reveal the center gold at all. | ||
Fatam
1986 Posts
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SwedenTheKid
567 Posts
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EatThePath
United States3943 Posts
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SwedenTheKid
567 Posts
![]() ![]() There's a mirror of the map concept, original was meant to be cross spawns only. | ||
Syphon8
Canada298 Posts
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ZigguratOfUr
Iraq16955 Posts
On July 19 2016 12:54 Syphon8 wrote: Holy shit people are actually trying low ground main maps now. Oh yeah IronManSC posted a map with the low ground main on reddit recently. Personally I dislike them since it means that when defending a push you don't have the option to abandon the natural and hole up in the main. I wouldn't say they're completely unworkable, but you need a damn good reason, and something to offset the problems. | ||
Syphon8
Canada298 Posts
On July 19 2016 13:15 ZigguratOfUr wrote: Oh yeah IronManSC posted a map with the low ground main on reddit recently. Personally I dislike them since it means that when defending a push you don't have the option to abandon the natural and hole up in the main. I wouldn't say they're completely unworkable, but you need a damn good reason, and something to offset the problems. Heh, my comment from Reddit: >If you're married to the lowground mains, you should move the XNTs into the main, or expand the ramp. I really like the patterns, even without any polish, but... you know what is going to happen. You're going to get endlessly berated on TL for the low-ground mains. He didn't even have to post it here to draw a comment. Brilliant. | ||
IIEclipseII
Germany156 Posts
On July 14 2016 02:20 SwedenTheKid wrote: ![]() 136x192 Mains are farthest bottom bases. Thoughts? I really like the map layout. But as people mentioned before the Main to Main distance seems to be too much. Also, what do you think about switching the Main with the Third/Natural on same Highground so its closer to the middle? On July 19 2016 05:05 SwedenTheKid wrote: ![]() ![]() There's a mirror of the map concept, original was meant to be cross spawns only. How do you wall off your main here? I would suggest to put the main on the Highground and make the space bigger and the choke smaller. The lowground base would become your hidden natura | ||
IronManSC
United States2119 Posts
On July 19 2016 16:04 Syphon8 wrote: Heh, my comment from Reddit: >If you're married to the lowground mains, you should move the XNTs into the main, or expand the ramp. I really like the patterns, even without any polish, but... you know what is going to happen. You're going to get endlessly berated on TL for the low-ground mains. He didn't even have to post it here to draw a comment. Brilliant. The mains aren't low-ground anymore. I've been working every day on this map and it looks a bit different, same concept though, just no more low mains or back door. | ||
Fatam
1986 Posts
![]() overview:+ Show Spoiler + ![]() random old hots template I was revisiting. Not sure if worth a damn but maybe | ||
EatThePath
United States3943 Posts
![]() Sorry for the copy paste lighting. This makes it equally distant and committing to take a 4th base in adjacent spawns, and simultaneously increases the nat2nat distance. The way I made it, it really encourages you to take control of the middle, which I think is good, but maybe you want to add another way into the middle or widen the doorway. For mainbase problems, I think tankivac will be pretty op given all the cliffs, as well as all the obvious stuff like 2x ramp on lowground main and backdoor rocks. It might be better to make a gap around the cliff if possible, at least on the main side of the rocks. And to mitigate rush strats trying to capitalize on the highground advantage you might increase map size to make distances even longer. Also no-build at the top of the main ramp to prevent walloff and offensive pylon stuff. @Fatam: That's cool, but I wonder about forcing the middle base like that. Maybe add a pathway (with rocks?) connecting nat to alternate 3rd to create kind of an entombed valley situation. Also, the corners definitely need work, so open and CS. | ||
Fatam
1986 Posts
I was thinking a lot about adding the entombed valley path to the third when I was making it (since the main/nat/third setup was already a play on entombed valley).. not sure though. It definitely makes the nat more vulnerable which I'm not sure I'm high on since the nat already has a pretty large surface area. And really the distance to the third is already very tame; I'm not sure it's needed. edit: a different take on the middle. less siege tank favored, with a sort of ulrena-ish path that can be opened up some. ![]() Overview: + Show Spoiler + ![]() | ||
Hellpoo
7 Posts
![]() Helloo, this is my (small sized) 1v1 map. It is not detailed yet. What do you think of this layout? Middle trees block fly path. | ||
IronManSC
United States2119 Posts
On July 22 2016 01:22 Hellpoo wrote: ![]() Helloo, this is my (small sized) 1v1 map. It is not detailed yet. What do you think of this layout? Middle trees block fly path. Not that bad dude, definitely got the right proportions and concept in mind. The mains need to be around 20-30% bigger, and the naturals need to be smaller. The middle pathway could be widened, and the bases blocked by rocks could instead have rocks on the base instead of the ramps. Otherwise ots a good start | ||
scoo2r
Canada90 Posts
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EatThePath
United States3943 Posts
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Fatam
1986 Posts
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IMTB
Taiwan37 Posts
published on US and KR/TW ![]() + Show Spoiler + ![]() please give me some suggestion : D | ||
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