I too was thinking about creating a path and blocking it with rocks where you drew! I'm going to go whip up some changes.
I don't think I want to raise the center anymore though. Thanks for the feedback!
Forum Index > SC2 Maps & Custom Games |
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin | ||
Antares777
United States1971 Posts
I too was thinking about creating a path and blocking it with rocks where you drew! I'm going to go whip up some changes. I don't think I want to raise the center anymore though. Thanks for the feedback! | ||
Antares777
United States1971 Posts
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Samro225am
Germany982 Posts
i like how you create lanes and use the rocks to open up a very dense network of paths. Some good questions on how a map should restrict and open up possibilities. just from the positioning the high ground with the gold base is a very good forward position to defend the line of regular bases along the borders. It can be strengthened when you pull the ramp (towards away side/middle) closer to the base. While it is easier to grab the gold with the rocks towards centre in place, the forward position would be more interesting with a ramp down instead of rock here (flat centre path > so the XWT would be on a very narrow path instead of a dead end >> you could use a small rock if you want to restrict movement through or the use of the XWT). I would like to question that the base has to be a gold base. I'd work out the layout first and then decide on gold or regular base. Also i see the logic behind the rocks at the very sides, but i would move these further out and towards the corner bases instead to allow for some movement here towards centre and strengthen the middle/gold highborn area. The optional path here is superfluous and only of interest much later in game. | ||
Antares777
United States1971 Posts
I was more worried about the golds being too strong than too weak, since they are in a very strong position. I wanted to weaken them by keep the ramps further away and keeping the center on even level with the base, so once the rocks are down there's no height advantage for the defender. The bases may be too vulnerable though. If I were to push any of the ramps in, it'd be the ones that head to the towers. I want to try to keep the bases there gold, so I'm going to try to have them a little bit on the riskier side. If I were to change them to regular bases, I would be able to shrink chokes and make it more defensible without worrying too much. If I make the golds too defensible, I could easily run into issues though. The outer pathways are kinda superfluous, but they are still useful for evading the towers (the range is difficult to see in the image unfortunately). They are also necessary for attacking certain areas until some of the rocks are taken out. I'm unsure about moving the low ground rocks closer to the corner expansions. | ||
Antares777
United States1971 Posts
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SwedenTheKid
567 Posts
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Antares777
United States1971 Posts
I like the corner fourths just how they are though. I think shrinking the 3x ramp will make them too easy to hold, since they are already pretty easy to defend since they only have one entrance. | ||
SwedenTheKid
567 Posts
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Antares777
United States1971 Posts
I'm also working on an experimental map. ![]() Bounds: 132x124. Double inbase expansion. Backdoor. Island. Four gold bases blocked by those unbuildable plates. Fast rush distance that can become faster by removing the rocks in the center. I am mainly trying to make a macro map the size of a rush map. EDIT: I apparently don't know how to create collapsible rock towers in the editor... Gotta go hit the YouTube and study up. | ||
Fatam
1986 Posts
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Antares777
United States1971 Posts
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Umbilicus1
1 Post
![]() A layout concept i have been working on. Tell me your thoughts. | ||
Kand1
Germany17 Posts
I'm Kand1 and I'm pretty new to mapping. Inspired by the map contest I wanted to give it a try and here is what I've come up with Frozen Canyon + Show Spoiler + ![]() I haven't seen any maps with a natural pocket towards the front like in this map (and there is probably a reason for it..) and I dont know if it is balanced or not but I'm sure you'll tell me ![]() So if you want to, give it a try and give me some feedback on how I could improve it or let me know if I made some fundamental mistakes. The map is published on the EU server as Frozen Canyon. gl hf | ||
Antares777
United States1971 Posts
I want to draw some comparisons to King Sejong Station. On this map, the natural has a closer ground distance to more forward positions on the map. As a suggestion, maybe move the backdoor from the main to the natural. That way, you can open a path there and make it easier to defend in later game. You could also push the natural closer to the main. That would minimize the overall size of the base, decreasing the surface area for drops and make it easier to defend the natural. If this is your first map, this is really good. | ||
Kand1
Germany17 Posts
Thanks a lot for the feedback ![]() I think you have a good point with the drops in the natural...I actually had a ramp with rocks in the natural that went towards the space between 5 and 6 in one of the first versions of the map.. do you think that would be better than the one in the main? Or schould I make both, in the main and the natural? Or rather towards the other side? Also I will try to move the natural closer to the main and have it less exposed for drops.. I actually did a handfull of maps last year after the map contest but havent touched the editor since then. So this is not my very first map, but it is the first one I worked on up to this level.. the other ones usally didn't make it past the stage of doodles and rough ideas. But besides the strategic part of mapdesign I feel I have still a lot of trouble choosing the right doodads and have the right balance between not enough and way too much... I just never know wich one it is I will work some more on the map and give you an update . | ||
Kand1
Germany17 Posts
March 01 2017 12:31 GMT
#4036
do you think something like this would be better? looks kindof odd to me.. + Show Spoiler + ![]() Or maby I will put the mineralline on the left side of the base.. that might be better | ||
Kand1
Germany17 Posts
March 02 2017 14:34 GMT
#4037
![]() redit the main/natural and slightly repositioned the watchtowers current version is uploaded on EU server as Frozen Canyon v.1.12 ... give it a try | ||
SwedenTheKid
567 Posts
March 04 2017 02:26 GMT
#4038
There's a lot of stuff that I could do to it. Collapsible Rocks at the backdoor natural's ramp would be good. Maybe making the map 160x160+ playable bounds. Or maybe the layout is just crap, idk. ![]() | ||
-NegativeZero-
United States2141 Posts
March 04 2017 08:14 GMT
#4039
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SwedenTheKid
567 Posts
March 06 2017 00:44 GMT
#4040
Older update + Show Spoiler + ![]() Newest ![]() | ||
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