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Work In Progress Melee Maps - Page 199

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
Erotesn
Profile Joined August 2016
27 Posts
November 12 2016 22:58 GMT
#3961
This is a map, I made it. Wowzas[image loading]
MrSunny
Profile Joined September 2011
Australia73 Posts
Last Edited: 2016-11-30 10:23:24
November 13 2016 08:19 GMT
#3962
delete

InfCereal
Profile Joined December 2011
Canada1759 Posts
November 14 2016 01:20 GMT
#3963
On November 13 2016 17:19 MrSunny wrote:
[image loading]

So what are the main problems with naturals like this?


Forcefields
Cereal
Fatam
Profile Joined June 2012
1986 Posts
November 14 2016 05:48 GMT
#3964
Possibly. Of course you could make the ramps larger. I guess the issue might lie vs. Z where if they kill the rocks asap you might have some issues figuring out how to wall and where to defend. An interesting concept, there might be a way to make it work
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
MrSunny
Profile Joined September 2011
Australia73 Posts
Last Edited: 2016-11-30 10:25:12
November 14 2016 20:12 GMT
#3965
+ Show Spoiler +
[image loading]



I realised maps like this can work but this layout makes expanding difficult
REALRetrO
Profile Joined December 2013
United States15 Posts
November 23 2016 00:21 GMT
#3966
[image loading]
I really like the old WOL texture and loved bel shir so im trying to make a map to bring back the tileset. This is what i came up with.
(ノ◕ヮ◕)ノ*:・゚✧
cleanpapers
Profile Joined November 2016
7 Posts
November 25 2016 14:25 GMT
#3967
--- Nuked ---
MrSunny
Profile Joined September 2011
Australia73 Posts
November 30 2016 10:40 GMT
#3968
+ Show Spoiler +
[image loading]

I had another attempt at a map like this. Not that keen on it but here it is anyway

Also this
[image loading]

Island maps are more balanced in lotv's current state than ever before.
Was interested, so i made a quick layout to play test
SwedenTheKid
Profile Joined July 2014
567 Posts
December 01 2016 06:03 GMT
#3969
What's the point of the center watchtower if it's low ground? Also, why so narrow in the middle when it doesn't have to be?
Casual Mapmaker
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
Last Edited: 2016-12-01 07:19:00
December 01 2016 07:18 GMT
#3970
On November 30 2016 19:40 MrSunny wrote:
+ Show Spoiler +
[image loading]

I had another attempt at a map like this. Not that keen on it but here it is anyway

Also this
+ Show Spoiler +
[image loading]


Island maps are more balanced in lotv's current state than ever before.
Was interested, so i made a quick layout to play test

interesting idea but i'd like it if there were less bases - it's supposedly an island map but in reality you can just take 5 land-accessible bases and deathball your way straight down the center corridor
vibeo gane,
MrSunny
Profile Joined September 2011
Australia73 Posts
December 01 2016 12:14 GMT
#3971
I guess its not an island map exactly, just one that heavily favors air and drop play. I figured some connecting ground was necessary . The reason the choke connecting the mains is so narrow is to completely discourage late game ground. you can just storm/fungal/liberator and ground only is pretty useless (or just get the concave advantage). Basically this was a test to see late game air vs air play. Less bases i agree, but wasn't sure on amount/positions until i played it, that's why they're so basic, i just copy pasted lol
Avexyli
Profile Blog Joined April 2014
United States694 Posts
December 03 2016 03:49 GMT
#3972
In Blizzard's words, they'd consider an island map if it had 4-5 "free" bases on the main island, and what would make it an island map would be the use of rock towers to open, close and re-open the map in various stages.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
MrSunny
Profile Joined September 2011
Australia73 Posts
December 04 2016 04:52 GMT
#3973
maybe something like this avex?
+ Show Spoiler +
[image loading]
Samro225am
Profile Joined August 2010
Germany982 Posts
December 04 2016 10:40 GMT
#3974
On November 23 2016 09:21 REALRetrO wrote:
[image loading]
I really like the old WOL texture and loved bel shir so im trying to make a map to bring back the tileset. This is what i came up with.


@REALRetrO:
The aesthetics are solid, especially i like the grassy low ground areas. The overall layout is not bad at all, but i wonder if you realized how exactly some of the map's features interact:
The distance between the naturals' chokes seem rather close than far (120 maximum i'd say from looking at it). Together with the rocks between third and natural expansion the third base is rather difficult to take. Also the way the ramps are set up, the attacker has one point from where both expansions could be attacked equally fast, while the defender would have a harder time to move from choke to choke.

Another thing you want to look out for is the length of the map (roughly naturals' choke to choke distance) in comparison to the width of the map (chokes at your 9 and 3 o'clock expansions). The more these two distances differ (with the length being the bigger number) the easier the map is to split. Obviously the way you design the paths and chokes can change that, but it helps to keep that in mind.

The layout is interesting and in my opinion it could help to increase the map height and in doing so increase the nat-to-nat distance. Also it would be nice to have two more bases. I am unsure if the watchtower is needed.
Hope that helps.
REALRetrO
Profile Joined December 2013
United States15 Posts
Last Edited: 2016-12-05 04:41:14
December 05 2016 04:34 GMT
#3975
@samro225am heres a rough draft of some adjustments i was thinking about [image loading]
increased height by 18 (playable 132x140)
added gold base
changed rock layout
added new entrance to side base
since i increased the height, i think the rush distance might be too long due to the rocks. Maybe decreasing height by 9 would be fine.


(ノ◕ヮ◕)ノ*:・゚✧
REALRetrO
Profile Joined December 2013
United States15 Posts
Last Edited: 2016-12-06 10:10:34
December 05 2016 07:04 GMT
#3976
[image loading]
Updated!
Increased height (playable 132x140)
Added two gold bases in the middle and changed the middle up a bit.
Increased the distance to adjacent third and removed nat to third path.
I was thinking of removing the watch tower in the middle but keeping the little path between the crack for reaper/workers. Also there is a reaper jump to main at the third touching the main.
(ノ◕ヮ◕)ノ*:・゚✧
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
December 07 2016 04:09 GMT
#3977
What is the nat-nat rush distance now, how many seconds does a worker take to go from one nat to the other? It might be OK, depending on how you expect the map to play out. I think what you should think about is the dynamics of the 4th and 5th bases and how the terrain might help or hinder each race in different match-ups. One Samro225am mentioned that bears repeating is that it's pretty easy for an attacker to threaten one base and move to another when the defender is on 3-5 bases. The defender has to move their units a greater distance to defend in some scenarios. If I am on 3 bases for example, I am forced to defend the low ground area to avoid being cut off from my 3rd base if the attacker is threatening both my nat and 3rd. This kind of setup can be a map feature if done well but must be carefully considered.
~ ~ <°)))><~ ~ ~
REALRetrO
Profile Joined December 2013
United States15 Posts
Last Edited: 2016-12-07 05:19:16
December 07 2016 05:11 GMT
#3978
[image loading]
well since there are rocks in front of the natural ramp as well on the ramp at the third adjacent to the natural, there is only one enterance the attacks can come from early game while youre on three bases(red circle), even if you take the forward third, there is only one main attack path beside the side path that came be blocked by the rock tower before the rocks are broken(Blue Circle). I have had several games on the map and so far taking a third / fourth / fifth base has not been too difficult to do. Nat to Nat rush time is roughly 30-32 seconds for a worker.
(ノ◕ヮ◕)ノ*:・゚✧
Fatam
Profile Joined June 2012
1986 Posts
December 12 2016 08:18 GMT
#3979
I think the map is pretty good, other than the gold bases which will never get taken
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
Erotesn
Profile Joined August 2016
27 Posts
December 17 2016 05:56 GMT
#3980
How do you get the High def screen shots?
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