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Work In Progress Melee Maps - Page 200

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
December 17 2016 06:46 GMT
#3981
[image loading]

This one is called Shadow Wastes, It encourages being aggressive in order to take map control, and to expand
Erotesn
Profile Joined August 2016
27 Posts
January 04 2017 04:30 GMT
#3982
[image loading]


It's called Dragons Pit, Tell me what you think
SidianTheBard
Profile Joined October 2010
United States2475 Posts
January 04 2017 04:54 GMT
#3983
For Dragon Pit:

Seems like a lot of dead space around the map, maybe you can just shrink it a bit overall. I'm not a fan of all the high ground walkways through out the map, it just seems a little poorly executed by doing them like that. The 4 bases in the middle also seem like a little much and I'm not sure how often they will get used because they are close to your opponent, in the middle of the map, therefore wide open, as well as backs against the cliff so they can be harassed quite well from the low ground. I'd sense you'd see mainly 3 base, 4 base at most play on this map.

Your shadow wastes does the overall flow of the map better. Has better space management too. Basically grab a ~100 supply army and A-move around the map. Does the army move well? Does it feel clunky? Do units get stuck places? Would it be weird to have a 200/200 vs 200/200 clash by your bases?

Make some extra ground space for static d or just to defend easier. Every mineral patch is almost closely snug right up to the cliff wall which makes libs & air harass extremely potent. Doing it strategically on certain bases is smart, but not all of them. For instance, make one of the 3rds easier to take but don't give it extra ground behind the minerals so it can be easier to harass. Now, maybe you're safer from ground but it's riskier by harass where as it could be vice versa for the other possible 3rd.

I know it's a WIP but make sure to constantly be working on aesthetics. You map might not be the most awesome layout ever but if it looks nice you can still get recognition and people will be more tempted to play it.

___

Sorry if a lot of it isn't good news but hey, can't go wrong with feedback! =) Good luck Erotesn and hope you keep on mapping!
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
primaera
Profile Joined January 2017
1 Post
Last Edited: 2017-01-04 19:11:59
January 04 2017 19:08 GMT
#3984
[image loading]


http://prntscr.com/dribki - Link of screenshot cause image has issues with loading

Harek Research Station - Name of the map above

Well this map is still in work. I plan to make it unique with the choice a player can take in terms where to expand. On this image u cant see properly rock placement but they seal off the rich mineral patch and parallel from moving destructable ramp rock is a big debris wall to get destroyed to open up a path. This map is inspired by King Sejong and Dasan Station which for me are masterpieces.

[image loading]


http://prnt.sc/drif90 - Link of screenshot cause image has issues with loading

Acropoleosis Station - Name of the map above

This is final version of this map and I cant make much of the major changes to it. The main idea here is to have safer backward natural while u main is a bit in a pressured position. Its quite unique in that question and its theme is something like starship zerg container. I would like to see some feedback for my two made maps
SidianTheBard
Profile Joined October 2010
United States2475 Posts
January 06 2017 17:39 GMT
#3985

[image loading]

I will not go into huge details on mains, naturals & thirds and how to perfectly design a map. I will point out some of the major problems I see with new map makers which make most people not even care to look, play, or give feedback to their maps. I might go back and add more to this post at a later time but these 4 points are some of the biggest reasons why probably a lot of people struggle with mapping.

So I don't hurt anybodies feelings I will only be using maps I have created in this post. Yes, you will see junk maps I created when I first started mapping in sc2 and you will see how over time, my mapping procedure has evolved.



_____________



[image loading]

If your map has a lot of dead space, it sucks. Dead space isn't fun. It restricts movement. It restricts units. It looks like crap. It's bad map design.

[image loading]
[image loading]
No, don't do this. Just stop.

Here's another one so you can see how I started to get a bit better, but still, nope. Too much and too big of dead spaces.
[image loading]

Where as look as one of my more recent maps and you'll see that there isn't much deadspace at all through out the map.
[image loading]

Use ramps, use cliffs, use doodads, use line of sight blockers, DON'T use massive amounts of dead space.



_____________



[image loading]
[image loading]


[image loading]
No, that isn't a picture of a man pile driving himself into his significate other. It's a map layout I thought was good.
[image loading]
[image loading]


Here's another one down the road, better sure, but still some very terrible long straight boring bad looking Corridors.
[image loading]
[image loading]


Finally, here is a much more recent map where you can still use a type of longer corridor but it actually flows with the map and serves a purpose all with the process of looking good.
[image loading]
[image loading]


_____________



[image loading]

Take a look at this awesome frozen tundra!!!! Those mountains are straighter than the pole your mother dances on.
[image loading]


Another one of my early creations, back to elementary school I go because we're learning about shapes! This is out of place, looks way too symetrical and just does not work together with the rest of the map.
[image loading]


Fast forward to a newer creation!
[image loading]
Natural cliffs actually look like something that could come from nature. Man-made cliffs actually look like they would be built...by you know...man.


_____________



[image loading]

When you use the paint bucket tool...
[image loading]
It's not good.


When your textures don't mesh well together and looks like someone threw up...
[image loading]
It's not good.


When you clearly spent no time making your map look good...
[image loading]
It's not good.


If it looks like you spent time on your map, others will do the same...

[image loading]

Give your map some life!!!
[image loading]


__________


To all new map makers, look at your maps. Look at these points. If your map falls into one of the first three categories, scrap it and start over. If it passes the first three points, start to put some Aesthetic work into it.

Remember, the more it looks like you put time into your map, the more time people put into yours! (At least that's what we hope for!)

Now, get back to mapping!!!

Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
January 07 2017 03:58 GMT
#3986
Great post! Though I've always felt that it isn't really stuff like straight or un-natural cliffs that make a map bad, but rather that bad maps are more likely to feature things like that.
Fatam
Profile Joined June 2012
1986 Posts
January 07 2017 05:59 GMT
#3987
Agreed. you can definitely have a good map with bad cliffing. i think attx had a few with questionable cliffing that were quite interesting, to come up with an example off the top of my head. What ziggurat said is true though, once you've gotten down how to make a reasonable layout you've probably also conquered the much easier task of making decent cliffs.
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
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
January 09 2017 01:36 GMT
#3988
Paint bucket tool: Not even once
~ ~ <°)))><~ ~ ~
NewSunshine
Profile Joined July 2011
United States5938 Posts
January 14 2017 15:48 GMT
#3989
The paint bucket tool hurts me, it leaves those gnarly edges of the original texture still visible.

Blizzard uses the tool from time to time. It still looks awful. I don't know why you would use it.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2017-01-14 20:51:27
January 14 2017 20:51 GMT
#3990
only time i use it is to quickly see how a texture would generally look on a level compared to the one that's on the level below/above it, but once i've looked then i ctrl z
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
Samro225am
Profile Joined August 2010
Germany982 Posts
January 15 2017 20:19 GMT
#3991
[image loading]

hi, i am samro and from time to time i like to make a map. The map is a called Lucky Vultures - a nod to an old map making colleague. Hope this map is not too oldschool and you guys like it. let me know if you think it should be released (soon).
thanks for looking and your feedback!
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
January 16 2017 06:27 GMT
#3992
Very nice map. It definitely looks releasable.

As for feedback, some of the mineral lines look worryingly close to the edge--it's hard to tell from an overview but there might be an unassailable liberator position near the thirds. The narrowness of the middle of the map make siege tank/liberator/mine pushes very strong, but it's probably fine? Maybe shrink the holes a little. Also the texturing on the ramps bothers me a little--some of them are partially grey, some of them completely grey, and some entirely the low ground texture. I think they should be consistently shaded.
Samro225am
Profile Joined August 2010
Germany982 Posts
January 21 2017 19:44 GMT
#3993
[image loading]
so, liberators too powerfull? thought about some extra space or rather a path here to allow easier defense but also an additional option to be aggressive. the overall idea with the many paths really is the expand on the concept of harass, flank and splitting the army.
[image loading]
Kong95
Profile Joined January 2017
17 Posts
January 30 2017 12:50 GMT
#3994
On January 16 2017 05:19 Samro225am wrote:
[image loading]

hi, i am samro and from time to time i like to make a map. The map is a called Lucky Vultures - a nod to an old map making colleague. Hope this map is not too oldschool and you guys like it. let me know if you think it should be released (soon).
thanks for looking and your feedback!



I really like this map. Thanks for sharing
Erotesn
Profile Joined August 2016
27 Posts
February 01 2017 17:51 GMT
#3995
[image loading]
[image loading]

Hey it's Erotes here! time to post another awful map for you all to cringe at. The name of the map is Snack Cake Foundry, It has a central battleground fringed with many gold bases to contest.
Fatam
Profile Joined June 2012
1986 Posts
February 02 2017 00:24 GMT
#3996
it's ugly but i think that map could give some fun games. i don't think the highest highground gold base quite works though, i'd rather see that as just a passageway to provide a little more flow.
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
February 03 2017 21:46 GMT
#3997
[image loading]

Extremely in progress.

132x128, 14 blue 2 gold 1 XNT
',:/
Ej_
Profile Blog Joined January 2013
47656 Posts
February 04 2017 10:24 GMT
#3998
On February 04 2017 06:46 Syphon8 wrote:
+ Show Spoiler +
[image loading]

Extremely in progress.

132x128, 14 blue 2 gold 1 XNT

ZvP hell
"Technically the dictionary has zero authority on the meaning or words" - Rodya
Syphon8
Profile Joined July 2010
Canada298 Posts
Last Edited: 2017-02-04 18:58:32
February 04 2017 18:56 GMT
#3999
On February 04 2017 19:24 Ej_ wrote:
Show nested quote +
On February 04 2017 06:46 Syphon8 wrote:
+ Show Spoiler +
[image loading]

Extremely in progress.

132x128, 14 blue 2 gold 1 XNT

ZvP hell


Could you elaborate on your feelings?

I can identify features that could be good for either, I'm not sure which you're saying it would be hell for.
',:/
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
February 04 2017 23:20 GMT
#4000
On February 05 2017 03:56 Syphon8 wrote:
Show nested quote +
On February 04 2017 19:24 Ej_ wrote:
On February 04 2017 06:46 Syphon8 wrote:
+ Show Spoiler +
[image loading]

Extremely in progress.

132x128, 14 blue 2 gold 1 XNT

ZvP hell


Could you elaborate on your feelings?

I can identify features that could be good for either, I'm not sure which you're saying it would be hell for.


I presume he's referring to how incredibly choked up the map is, especially the middle of the map. I also don't like the middle either--it's too restrictive on army movement.

Apart from that the mineral patches at the natural look misplaced. The bases immediately counterclockwise from the mains feel very awkward. I like the corners of the map--there's some interesting Echo-esque things going on there. The main bases don't need so many spots for reapers to hop up. In fact with 3-rax reaper being what it is, I'd say they don't need any. And overall the map needs to be bigger. So many of the passages and mineral lines feel cramped. I think your ideas work better on a bigger map.
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