On February 04 2017 06:46 Syphon8 wrote:
![[image loading]](http://i.imgur.com/QhoXBex.jpg)
Extremely in progress.
132x128, 14 blue 2 gold 1 XNT
![[image loading]](http://i.imgur.com/QhoXBex.jpg)
Extremely in progress.
132x128, 14 blue 2 gold 1 XNT
Looks good so far

Forum Index > SC2 Maps & Custom Games |
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin | ||
Kong95
17 Posts
On February 04 2017 06:46 Syphon8 wrote: ![]() Extremely in progress. 132x128, 14 blue 2 gold 1 XNT Looks good so far ![]() | ||
Syphon8
Canada298 Posts
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Fatam
1986 Posts
The ramp at 6/12 feels a little awkward, like maybe there's a better way to do that. Maybe just make the main a little smaller and scootch the 6 oclock base over some to make room for more lowground. The main is pretty big atm and probably has a little too much surface area on it so it's win-win-win. I think in this version the "zerg engage" thing is pretty much a non-issue, if areas are wide enough then zerg can do well even without the ability to truly "flank". | ||
SidianTheBard
United States2474 Posts
![]() Quick little feedback: 1 - really awkward middle with high ground on each side and a super long path. Makes the flow around the middle extremely boring. 2 - gold base on lowest ground next to the highest ground means there could be some visibility issues. Be careful of that. 3 - weird ramp, very choked, weird position. 4 - this base? Agree with Fatam, this needs to be changed. 5 - Are these rocks really needed? All it does is make early game scouting take longer where as middle and end game they do almost nothing. Open the map up! 6 - Pathable spot? Not sure if needed. --- Random thoughts: Watch out for minerals/gas with no place to defend drops/harass from the back. Most players like some room behind their minerals for static d and units. I think you need to completely redesign the middle of this map. Basically the entire 3rd ground level/watchtower section should be scraped and redone. | ||
Syphon8
Canada298 Posts
First I'll say, I've addressed the visibility issues with the cliff layout for the golds, and the mini-cliffs on most of the ledges are indeed for visibility issues, not reaper-jump-ledges. The only bases with no back space, are very intentional--e.g. the 12/6, the golds, and the centre lane bases. I want those to be harder to defend from behind. Especially the centre ones, which give such a large positional advantage if kept. I'm open to getting rid of the low-ground rocks, but the major theme of the map is that the twisting outside path is actually shorter than the central up/down/up lane, and the outside lanes become shorter still when the rocks are broken--very short with the ramp ones. Right now I think they straddle a very fine line between being useless and being ez game-winners, and getting rid of the upper rocks would throw that out of whack. They also really control the distance between the players natural fourths, which is where control of the middle becomes more important. Right now the distance nat2nat with no rocks broken is about 110 around the sides, and 120 through the middle. Path-able spot at 6 is intentional, but yeah maybe it's just too much. I disagree with redesigning the middle heavily. The weird-ass middle is basically the central concept of the map, and without it it's just a small generic macro map. Games I've played have used it extensively; you need to control the high-ground pods to control the gold base, but the watch-tower looks over high-ground pods, letting fights flow smoothly all around the map. Updated, reworked the 12 and 6 areas to remove awkwardness, and simultaneously made the expansion flow into the centre much better. Main is a bit smaller and rounder. ![]() | ||
Erotesn
27 Posts
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Erotesn
27 Posts
Coldlandic + Show Spoiler + ![]() Emperical Ev + Show Spoiler + ![]() Creature Feature + Show Spoiler + ![]() Terminus Pointe + Show Spoiler + ![]() Milk Duds + Show Spoiler + ![]() | ||
ZigguratOfUr
Iraq16955 Posts
On February 08 2017 05:51 Syphon8 wrote: I agree with what Fatam's saying, and I definitely am going to redefine that 12/6 base, but I disagree with some of your additions Sidian: First I'll say, I've addressed the visibility issues with the cliff layout for the golds, and the mini-cliffs on most of the ledges are indeed for visibility issues, not reaper-jump-ledges. The only bases with no back space, are very intentional--e.g. the 12/6, the golds, and the centre lane bases. I want those to be harder to defend from behind. Especially the centre ones, which give such a large positional advantage if kept. I'm open to getting rid of the low-ground rocks, but the major theme of the map is that the twisting outside path is actually shorter than the central up/down/up lane, and the outside lanes become shorter still when the rocks are broken--very short with the ramp ones. Right now I think they straddle a very fine line between being useless and being ez game-winners, and getting rid of the upper rocks would throw that out of whack. They also really control the distance between the players natural fourths, which is where control of the middle becomes more important. Right now the distance nat2nat with no rocks broken is about 110 around the sides, and 120 through the middle. Path-able spot at 6 is intentional, but yeah maybe it's just too much. I disagree with redesigning the middle heavily. The weird-ass middle is basically the central concept of the map, and without it it's just a small generic macro map. Games I've played have used it extensively; you need to control the high-ground pods to control the gold base, but the watch-tower looks over high-ground pods, letting fights flow smoothly all around the map. Updated, reworked the 12 and 6 areas to remove awkwardness, and simultaneously made the expansion flow into the centre much better. Main is a bit smaller and rounder. ![]() I'm mostly with Sidian on this one. Middles that restrict movement that much don't lead to good gameplay. Right now I think the middle of the map will behave more like Secret Spring than Neo Planet S. | ||
Syphon8
Canada298 Posts
EDIT -- tried something. IDK. ![]() | ||
Uvantak
Uruguay1381 Posts
http://www.teamliquid.net/forum/sc2-maps/483011-2-rnn-arya hfhf | ||
Fatam
1986 Posts
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Syphon8
Canada298 Posts
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Fatam
1986 Posts
it is angry | ||
Syphon8
Canada298 Posts
Minimap is hard to read, so notable features include 3 different naturals at each main: a backdoor dead-end with its mineral line vulnerable to the far reaches of the centre area; a rich expo with the mineral line blocking off a 3x ramp into the centre; and a standard easily defensible natural with a 3x ramp into centre. 20 bases total, 4 of which are golds that can be taken from either side. 132x132 I believe, but it doesn't feel too small. I published it very quickly after having the idea, so I'm pretty sure the mineral patches are not to standards. | ||
Broodie
Canada832 Posts
On February 11 2017 15:00 Syphon8 wrote: A break from that one, made up the ugliest map of all time: ![]() Other than this ^^ The map would actually be a neat idea if you didnt have the in-bases so directly connected to the (potential) thirds, or worked around a better game flow interaction between the quadrant set ups. I really dig how you used the gold in this situation, a very interesting thought dude. But yes, as FATAM says, so metal and it's a good thing. | ||
Antares777
United States1971 Posts
![]() 116x144 Thoughts? | ||
SwedenTheKid
567 Posts
I’d personally make the ramps leading down into the 3rd larger by a hex or two, especially the one leading up to the 4th. I’d also probably make the middle more open by decreasing some of the deadspace. Maybe take some inspiration from Blue Storm and make the rush route down the middle the less open route and increase the size of the area blocked off by double rocks. I like it overall though, even though I don’t see the size of the map fitting the current or future meta (this could be fixed a little by slightly less of the blocky deadspace cliffs). | ||
Antares777
United States1971 Posts
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SwedenTheKid
567 Posts
Oh yeah, have you thought of making the center area highest ground, with 4 large ramps (2 of which being the entrances blocked by rocks)? Would Be interesting and would make the gold a bit harder to secure. ![]() | ||
Fatam
1986 Posts
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