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Work In Progress Melee Maps - Page 197

Forum Index > SC2 Maps & Custom Games
Post a Reply
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Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
Last Edited: 2016-07-24 15:58:38
July 24 2016 15:57 GMT
#3921
[image loading]

Can't really explain well why but if you want terrans to lift the gold has to be a bit like this.
"Not you."
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2016-07-25 08:19:23
July 25 2016 08:19 GMT
#3922
On July 24 2016 23:30 IMTB wrote:
Endion Space Station (US)

published on US and KR/TW

[image loading]

+ Show Spoiler +
[image loading]


please give me some suggestion : D


That looks pretty good. I am not the greatest at giving map advice for other people's maps (unless it's obvious glaring things) but I just wanted to say something. The only thing I could mention is that the middle gold bases probably won't ever get used so you might replace them with some other feature.
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
IMTB
Profile Joined March 2014
Taiwan37 Posts
Last Edited: 2016-07-25 10:25:44
July 25 2016 10:22 GMT
#3923
IIEclipseII
Profile Joined February 2016
Germany157 Posts
Last Edited: 2016-07-27 08:53:42
July 26 2016 21:02 GMT
#3924
180x132
[image loading]

a problem might be the close air distance which is a problem against drop plays
Hellpoo
Profile Joined June 2016
7 Posts
July 30 2016 14:44 GMT
#3925
[image loading]Hello, i changed my map a little bit. I added gold bases, enlarged main base, detailed textures, added more doodas, changed breakable rocks. I wanted to make small, but enjoyable map and i think it is not that bad :D... It is my first map, so please, tell me what should i change I focused on not having too much empty space in my map. Second base seems ok in size, when i playtested it. Thanks a lot for your advices ! ♥
Hellpoo
Profile Joined June 2016
7 Posts
August 02 2016 14:21 GMT
#3926
Hello, i made more improvements on this map called Eternal Ruins. You can now download this map and play it if you want I published this map on EU. Current version is 1.4 and i am now looking for some community feedback.[image loading]
Fatam
Profile Joined June 2012
1986 Posts
August 03 2016 03:07 GMT
#3927
Nice improvements Really good for a 1st map. You didn't make the mistake most new mappers make in making everything gigantic.

Seems to me like not all the rocks are 100% necessary, but just my opinion.
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
Hellpoo
Profile Joined June 2016
7 Posts
August 03 2016 17:35 GMT
#3928
Thanks ! I also had to adjust lighting...but i think its ok now feel free to rate this map. I will upload it on NA an KR aswell i think
Syphon8
Profile Joined July 2010
Canada298 Posts
Last Edited: 2016-08-06 00:44:43
August 06 2016 00:43 GMT
#3929
[image loading]
',:/
Fatam
Profile Joined June 2012
1986 Posts
August 06 2016 10:28 GMT
#3930
those colors are pretty sick. The overlord spot arrows (if you intended it that way?) are pretty striking as well.
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
August 06 2016 18:26 GMT
#3931
On August 06 2016 19:28 Fatam wrote:
those colors are pretty sick. The overlord spot arrows (if you intended it that way?) are pretty striking as well.


Yup. It looks a bit better in-game, the low ground is a blue fog. Still have to flesh out the decor.
',:/
Avexyli
Profile Blog Joined April 2014
United States698 Posts
August 08 2016 20:18 GMT
#3932
If you want the fog to appear in the editor/screenshot, make the Fog Falloff no higher than .23
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
Syphon8
Profile Joined July 2010
Canada298 Posts
August 09 2016 03:34 GMT
#3933
On August 09 2016 05:18 Avexyli wrote:
If you want the fog to appear in the editor/screenshot, make the Fog Falloff no higher than .23


I actually do see it in the editor, but not once I'm zoomed out to 1/2 the map or more. IIRC there's pretty high falloff because I was tinting the lowground blue, but it might also just be my shitty graphics settings.
',:/
NewSunshine
Profile Joined July 2011
United States5938 Posts
August 09 2016 05:32 GMT
#3934
On August 09 2016 12:34 Syphon8 wrote:
Show nested quote +
On August 09 2016 05:18 Avexyli wrote:
If you want the fog to appear in the editor/screenshot, make the Fog Falloff no higher than .23


I actually do see it in the editor, but not once I'm zoomed out to 1/2 the map or more. IIRC there's pretty high falloff because I was tinting the lowground blue, but it might also just be my shitty graphics settings.

The level of falloff incrementally affects where you stop seeing it. .22/.23 is generally the highest you can go and still have fog show up in an overview, whereas much higher levels will still show up in game, but disappear once you zoom a little bit.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
IIEclipseII
Profile Joined February 2016
Germany157 Posts
August 19 2016 18:35 GMT
#3935
[M] (2) Daliim
124x124
[image loading]
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
August 23 2016 17:18 GMT
#3936
^ Cool layout but it's very cramped. I suggest making it bigger so some of the base locations are not so tight, and if you have too much openness anywhere after the changes you can adjust with some doodad installations.
Comprehensive strategic intention: DNE
Erotesn
Profile Joined August 2016
27 Posts
August 25 2016 01:25 GMT
#3937
[image loading]
Check out Blood temple, a map by me, tell me what you think
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
August 25 2016 04:26 GMT
#3938
On August 25 2016 10:25 Erotesn wrote:
[image loading]
Check out Blood temple, a map by me, tell me what you think


Hi.

Bluntly, Blood temple is way too small of a map. A normal map has between 12-16 bases on it, while yours only has 8 and they are all very close together. I can't really comment about the layout since the small size influences everything else. Along with being very small, your map has incredible amounts of empty air space around the edges, which is undesirable.
Koektrommel
Profile Joined December 2012
Netherlands47 Posts
August 25 2016 18:11 GMT
#3939
[image loading]
Entirely forgot I made this long ago, I want to finish it. Main has two entrances, but the left side is purposely very awkward. The two bases in the middle-right have rocks positioned in such a way, that only after destroying them, you can "steal" a third geyser from the other base. All the dark red highground is unpathable. Gimme some constructive criticism, you lovely peepz.
Syphon8
Profile Joined July 2010
Canada298 Posts
August 31 2016 00:33 GMT
#3940
^ I think the core concept of the layout is pretty cool, but it needs to be toned down. There's a lot of unused areas (both dead space and ground space), and drop areas cover a bit too much of the map. Also, the double base right mid makes no sense.

I've been staring at http://wiki.teamliquid.net/starcraft/Gladiator wish we could abuse ramps like that in SC2

[image loading]

140x140, spawns are bottom left and top right (1 vs 7). Wanted there to always feel like an equal option for either expansion. The forward third options are equidistant from the highground natural. Top of the 2x ramp into the main can be walled with 2x Depot and a Barracks, or equivalent. Yadda yadda.
',:/
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