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Work In Progress Melee Maps - Page 198

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 196 197 198 199 200 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2016-09-01 19:54:13
September 01 2016 19:53 GMT
#3941
On August 31 2016 09:33 Syphon8 wrote:
^ 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.


Madness. Do you think the rocks in the middle are necessary? I can't see anyone ever taking the time to kill them, since going through that way doesn't seem terribly advantageous. Maybe I'm missing something there.

Interesting main, how many buildings does it take to wall at the "third" choke instead of at the top of your main ramp? I imagine some players would be interested in doing that.

[image loading]

just an ugly, simple map I've been messing with. Kind of liking the old concept of "far away yet easy to defend thirds" since you really don't see it much anymore. Yet maybe it makes sense now since mutas are mostly out of fashion and that was one of the reasons it went away. Of course for zerg or whoever you can take the close yet open third if you want.

The center base is a bit different, I thought about adding a ramp to the other side to increase flow but at the end of the day I think it compromises the concept of that base too much, even if the ramp is rocked.
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
Last Edited: 2016-09-01 20:51:36
September 01 2016 20:49 GMT
#3942
@Fatam

The middle rocks were the last thing I added before I thought to show it, and TBH I'm not really sure. The centre path is obviously extremely narrow and "terrain disadvantageous" to push through, but it's only about 90 from nat to nat that way, which is actually longer than I thought it was. So maybe it's not necessary that way.

If you take down all three, you can push faster between the forward thirds at the sides, but again I don't know if it's necessary. Those are all the cases I can think of, but I don't know which combo of the rocks (if any) should remain.

You can wall off the natural pieslice with 3 2x2 buildings and 2 3x3 buildings. (i.e., the choke is 12 tiles wide). I don't think that's overly large, but I suppose it could be toned down a tad.

Your map is cool. I think you should blow up the high-ground pods a little bit (more them 2-4 tiles out it most directions) and make the low-ground a bit chokier. Blodding up the centre bases might make them flow a bit better too.
',:/
Fatam
Profile Joined June 2012
1986 Posts
September 02 2016 07:46 GMT
#3943
On September 02 2016 05:49 Syphon8 wrote:
@Fatam

The middle rocks were the last thing I added before I thought to show it, and TBH I'm not really sure. The centre path is obviously extremely narrow and "terrain disadvantageous" to push through, but it's only about 90 from nat to nat that way, which is actually longer than I thought it was. So maybe it's not necessary that way.

If you take down all three, you can push faster between the forward thirds at the sides, but again I don't know if it's necessary. Those are all the cases I can think of, but I don't know which combo of the rocks (if any) should remain.

You can wall off the natural pieslice with 3 2x2 buildings and 2 3x3 buildings. (i.e., the choke is 12 tiles wide). I don't think that's overly large, but I suppose it could be toned down a tad.

Your map is cool. I think you should blow up the high-ground pods a little bit (more them 2-4 tiles out it most directions) and make the low-ground a bit chokier. Blodding up the centre bases might make them flow a bit better too.


12 seems about right imo
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
Crozo64
Profile Joined May 2016
64 Posts
Last Edited: 2016-09-15 21:56:32
September 15 2016 21:56 GMT
#3944
Hi

I want a little help for a map, i really dont know if the third is too far or not :

[image loading]
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2016-09-16 01:11:57
September 15 2016 23:05 GMT
#3945
On September 16 2016 06:56 Crozo64 wrote:
Hi

I want a little help for a map, i really dont know if the third is too far or not :

+ Show Spoiler +
[image loading]

yeah there's no good 3rd option here, the corner bases are too far, and the forward bases are too open and vulnerable
vibeo gane,
Samro225am
Profile Joined August 2010
Germany982 Posts
September 19 2016 07:07 GMT
#3946
i am not dead.

[image loading]

[image loading]

[image loading]

[image loading]

working on a 4-spawn map. best way to come back, right?
Fatam
Profile Joined June 2012
1986 Posts
September 19 2016 08:06 GMT
#3947
1 or 4, definitely not 3
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
InfCereal
Profile Joined December 2011
Canada1759 Posts
September 20 2016 16:46 GMT
#3948
I vote 1
Cereal
VasantVK
Profile Joined June 2016
7 Posts
October 05 2016 01:24 GMT
#3949
140x142
Spawns on top left and bottom right
[image loading]

-NegativeZero-
Profile Joined August 2011
United States2142 Posts
October 05 2016 04:15 GMT
#3950
On October 05 2016 10:24 VasantVK wrote:
140x142
Spawns on top left and bottom right
+ Show Spoiler +
[image loading]



nat ramps are too wide and it's way too hard to take a 3rd
vibeo gane,
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
October 05 2016 04:54 GMT
#3951
On October 05 2016 10:24 VasantVK wrote:
140x142
Spawns on top left and bottom right
[image loading]



First of all don't deform the terrain in pathable regions, it can interfere with gameplay and looks weird. There's a few problems with this map. The main mineral line is way too vulnerable to drops, siege tanks on the low ground etc. There isn't any reasonably easy third to take. But most of all there isn't any unifying idea to this map: there's lots of rocks and low ground paths and funky features all over the place, but there isn't any flow to the map, anything to tie it all together. If you want to make a map focused on for example cool collapsible rock tower usage, do it, but don't cram in so many other seemingly random features.
VasantVK
Profile Joined June 2016
7 Posts
October 09 2016 02:06 GMT
#3952
160x160
[image loading]
Thanks for the advice! I decided to make a new map integrating your advice from the past 2 maps, ZigguratOfUr. How is the concept of this map?
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
October 10 2016 05:56 GMT
#3953
On October 09 2016 11:06 VasantVK wrote:
160x160
[image loading]
Thanks for the advice! I decided to make a new map integrating your advice from the past 2 maps, ZigguratOfUr. How is the concept of this map?


I like this one quite a bit better than the previous two. The layout of the middle of the map in particular is very neat, especially if you make the centre bases a bit easier to take. I'd add a gap besides the main and move the base there further away from it, since right now it seems abusable by siege tanks (at a glance a siege tank there can maybe hit the main geyser?). The corners of the map still feel a bit disconnected--you could shrink the map overall to help that; 160x160 is a bit too much.
VasantVK
Profile Joined June 2016
7 Posts
October 16 2016 14:24 GMT
#3954
[image loading]
152x156
Here is an updated version. Unfortunately I don't think I could get it lower than what I have in this map due to the middle taking up a lot of space. I tried to make this version connect to the sides more. Let me also say, I will add foliage to the surrounding areas covering most the map, so the sides will be covered. How are the rock placements and what should I do with the empty spaces? I want to add more, but not sure if I should and where.
VasantVK
Profile Joined June 2016
7 Posts
October 23 2016 19:29 GMT
#3955
132x96
[image loading]
Here's another map I made. This one is a lot smaller and features some tight pathing areas and some LoS blockers. There is also a small "island" to the bottom of the map which is only accessible by air drops, and it can also allow for stalker ambushes, reaper jumps, etc. Also, if you're wondering why the 2 middle bases (top and bottom) look weird, it's because the symmetry didn't allow me to have a perfect 5 square base area. Can I have some feedback on it?
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
October 23 2016 20:33 GMT
#3956
On October 16 2016 23:24 VasantVK wrote:
[image loading]
152x156
Here is an updated version. Unfortunately I don't think I could get it lower than what I have in this map due to the middle taking up a lot of space. I tried to make this version connect to the sides more. Let me also say, I will add foliage to the surrounding areas covering most the map, so the sides will be covered. How are the rock placements and what should I do with the empty spaces? I want to add more, but not sure if I should and where.


It's better. The rock placements are fine as they are I think--this map doesn't really need more of them. The middle bases could still be made more easy to expand to by having a ramp facing towards the main added to them.

On October 24 2016 04:29 VasantVK wrote:
132x96
[image loading]
Here's another map I made. This one is a lot smaller and features some tight pathing areas and some LoS blockers. There is also a small "island" to the bottom of the map which is only accessible by air drops, and it can also allow for stalker ambushes, reaper jumps, etc. Also, if you're wondering why the 2 middle bases (top and bottom) look weird, it's because the symmetry didn't allow me to have a perfect 5 square base area. Can I have some feedback on it?


This map is too small and lacks breathing room. All the bases lay very close together and are very vulnerable. The backdoor nat can easily be shot at from across the gap. All the middle bases are so tied together as to be impossible to hold. And the island bases won't ever be used due to how close everything is at the top of the map. If you want to make a small "rush" map you need to make sure the whole map space will be used, and scale down the number of bases to fit it.
VasantVK
Profile Joined June 2016
7 Posts
October 24 2016 00:18 GMT
#3957
+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]


Here's an updated version of both.
1. I added LoS bushes to make the low ground pathing viable. Also, added another ramp like you suggested to the middle, but made it small as to discourage avoiding the open paths.

2. This map has 10 bases in total as compared to the 14 from the last ones, but I think they are farther apart and much more spaced out. I got rid of some of the tight paths and added ramps instead to connect the map.

-NegativeZero-
Profile Joined August 2011
United States2142 Posts
October 24 2016 19:59 GMT
#3958
the 2nd map is still very small and tight, and the forward bases are still too close. the entire map simply needs to be bigger, and the terrain features expanded.
vibeo gane,
VasantVK
Profile Joined June 2016
7 Posts
Last Edited: 2016-11-02 23:10:44
November 02 2016 23:08 GMT
#3959
[image loading]
Here is an updated version of the first one. The changes: Added trees (obstructs pathing as well but provides some LoS blocking near the edges), added xel'naga tower, adjusted gap near xel'naga tower pathway, and shortened the ramp on other base's side as well as made some other platform adjustments.

Syphon8
Profile Joined July 2010
Canada298 Posts
November 12 2016 08:21 GMT
#3960
Match Point re-imagining for LotV.

[image loading]
',:/
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