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Work In Progress Melee Maps - Page 201

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
Kong95
Profile Joined January 2017
17 Posts
February 06 2017 09:35 GMT
#4001
On February 04 2017 06:46 Syphon8 wrote:
[image loading]

Extremely in progress.

132x128, 14 blue 2 gold 1 XNT


Looks good so far
Syphon8
Profile Joined July 2010
Canada298 Posts
February 07 2017 06:31 GMT
#4002
Upped the size to 136x132, tightened up the layout a bit and made some of the paths less chokey.

[image loading]
',:/
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2017-02-07 19:19:28
February 07 2017 19:19 GMT
#4003
I think it's pretty good.

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".
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
SidianTheBard
Profile Joined October 2010
United States2475 Posts
February 07 2017 20:06 GMT
#4004
[image loading]

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.
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.
Syphon8
Profile Joined July 2010
Canada298 Posts
Last Edited: 2017-02-07 21:17:08
February 07 2017 20:51 GMT
#4005
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.

[image loading]
',:/
Erotesn
Profile Joined August 2016
27 Posts
Last Edited: 2017-02-07 22:29:28
February 07 2017 22:25 GMT
#4006
Here are some updates to Snack Cake Foundry, It's uploaded on NA if you want to take a look, as are most of my maps.
[image loading]

[image loading]



Erotesn
Profile Joined August 2016
27 Posts
Last Edited: 2017-02-07 23:46:28
February 07 2017 23:06 GMT
#4007
Heres a map dump everyone!, they are all up on NA if you would like to try them out. Maybe gain some inspiration for your maps.



Coldlandic
+ Show Spoiler +
[image loading]


Emperical Ev
+ Show Spoiler +
[image loading]


Creature Feature
+ Show Spoiler +
[image loading]


Terminus Pointe
+ Show Spoiler +
[image loading]


Milk Duds
+ Show Spoiler +
[image loading]






ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
February 08 2017 02:43 GMT
#4008
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.

[image loading]


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
Profile Joined July 2010
Canada298 Posts
Last Edited: 2017-02-10 02:01:47
February 09 2017 23:37 GMT
#4009
Suggestions for changing the middle?

EDIT -- tried something. IDK.

[image loading]
',:/
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
February 10 2017 02:52 GMT
#4010
Syphon, steal this center, it is "my map" after all so I don't really care much.

http://www.teamliquid.net/forum/sc2-maps/483011-2-rnn-arya

hfhf
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
Fatam
Profile Joined June 2012
1986 Posts
February 10 2017 02:59 GMT
#4011
you could just do a couple small 1x ramps to allow some flanking and such but large armies would get punished if they try to go through instead of using the long way.
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 11 2017 06:00 GMT
#4012
A break from that one, made up the ugliest map of all time:

[image loading]

',:/
Fatam
Profile Joined June 2012
1986 Posts
February 11 2017 08:03 GMT
#4013
that map is so metal haha

it is angry
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 11 2017 18:15 GMT
#4014
Published on NA under "Spring of Hotness" if anyone wants to play an angry game.

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
Profile Blog Joined May 2008
Canada832 Posts
Last Edited: 2017-02-17 02:39:35
February 17 2017 02:35 GMT
#4015
On February 11 2017 15:00 Syphon8 wrote:
A break from that one, made up the ugliest map of all time:

[image loading]





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.
SilentLiquid.Broodie - Author of Tango Terminal, Ophilia RE, Cajun Quandary, & The Beneath
Antares777
Profile Joined June 2010
United States1971 Posts
February 21 2017 01:33 GMT
#4016
[image loading]

116x144

Thoughts?
SwedenTheKid
Profile Joined July 2014
567 Posts
February 21 2017 02:02 GMT
#4017
Seems like the map’s base saturation is pretty high, as in your first 4 bases are pretty close to each other and easy to defend once you’ve secured the highground. If you add the general lack of open spaces, and the forward gold base, Zerg might be at a disadvantage midgame. Then again, Zerg might also have an advantage in the early game due to the availability of safe, horizontal bases.

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).
Casual Mapmaker
Antares777
Profile Joined June 2010
United States1971 Posts
February 21 2017 03:59 GMT
#4018
Changed the map size to 124x152.

[image loading]
SwedenTheKid
Profile Joined July 2014
567 Posts
February 21 2017 04:35 GMT
#4019
I like the concept, I’m trying to think of ways to balance the defensive ability of players trying to take bases in the mid/lategame (the bases not horizontal to the natural) with not having to many deadzones. Maybe I’m just overthinking it. Like, my main point of interest is how circle syndrome/defenders advantage will effect players trying to take the inner facing 5ths on the lowground, while also trying to defend near the gold. Maybe it’s not an issue at all because the current meta doesn’t have players fighting over 5ths?

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.


[image loading]
Casual Mapmaker
Fatam
Profile Joined June 2012
1986 Posts
February 21 2017 04:50 GMT
#4020
pretty good template. I think the linear 4th is too safe, but yeah good overall idea
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
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