![[image loading]](http://i.imgur.com/veNhSet.jpg)
The visuals aren't done as im trying to figure out if movement space is too wide. Posting it here to know if layout is good. Map idea is that resources are a lot harder to reach and defend as game goes on.
Forum Index > SC2 Maps & Custom Games |
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin | ||
Lycanthoss
Lithuania29 Posts
May 19 2017 07:33 GMT
#4081
![]() The visuals aren't done as im trying to figure out if movement space is too wide. Posting it here to know if layout is good. Map idea is that resources are a lot harder to reach and defend as game goes on. | ||
nesta-kun
Denmark26 Posts
June 10 2017 04:44 GMT
#4082
This is my first post, but I've been lurking the forums for a while. I have finally created a map that I am fairly confident in. Overall it's pretty standard, my initial idea was just the main/nat/3rd layout + the rocks to the middle. I've put in the most significant pathing blocking doodads, but I'm waiting with the rest of the aesthetics until I'm sure there are no glaring issues with the design. My biggest concern is that the gold might be too easy to take? - but I would say it's pretty similar to Proxima Station. Some things to note: Map size is: 128x160 Siege tanks can hit one geyser in the natural from across the chasm, but no minerals - this would be an easy fix with doodads, however I've chosen to keep it as is for now. Any and all critique is very welcome! Overview: ![]() | ||
Fatam
1986 Posts
June 11 2017 19:24 GMT
#4083
Third is maybe a touch on the tough side for LotV but seems mostly ok. The 1/7 o'clock and 2/8 o'clock base and that highground area feel a little awkward, not unusable but maybe like they could be done in a better way. | ||
nesta-kun
Denmark26 Posts
June 12 2017 18:01 GMT
#4084
Thank you so much for the feedback! I'll make some revisions and post back here. The corner bases for sure was a bit of a challenge, but I'm sure i can figure something out that feels a little more natural! | ||
nesta-kun
Denmark26 Posts
June 13 2017 17:56 GMT
#4085
The corners saw some changes too, technically one less path around that area, but at least the paths are more meaningful. The expansion pattern is pretty clearly just vertical now, however I'm think I'm ok with that. I also developed the aesthetics a little, I think it's more interesting than the more commonly used Aiur/Bel'shir/beach theme. Overview: ![]() Edit: I made a gif showing the changes: + Show Spoiler + ![]() | ||
Fatam
1986 Posts
June 20 2017 20:47 GMT
#4086
![]() | ||
TheFish7
United States2824 Posts
June 21 2017 03:28 GMT
#4087
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happykrogan
Germany408 Posts
June 23 2017 14:48 GMT
#4088
I didn't start the aesthetics yet too. The trees are placeholders where i want to put more detailed doodads later. It feels a bit awkward especially because i don't think that the map is very good but I didn't wanted it to rot on my computer with no feedback at all. ![]() So pleaße tell me what I can improve. | ||
happykrogan
Germany408 Posts
June 23 2017 14:52 GMT
#4089
On June 23 2017 23:48 happykrogan wrote: The first map I post on teamliquid. I didn't start the aesthetics yet too. The trees are placeholders where i want to put more detailed doodads later. It feels a bit awkward especially because i don't think that the map is very good but I didn't wanted it to rot on my computer with no feedback at all. So pleaße tell me what I can improve. Somehow i can't see the image of my post. Is that only me or did i do something wrong? Fixed now. | ||
ZigguratOfUr
Iraq16955 Posts
June 23 2017 16:42 GMT
#4090
On June 23 2017 23:52 happykrogan wrote: Show nested quote + On June 23 2017 23:48 happykrogan wrote: The first map I post on teamliquid. I didn't start the aesthetics yet too. The trees are placeholders where i want to put more detailed doodads later. It feels a bit awkward especially because i don't think that the map is very good but I didn't wanted it to rot on my computer with no feedback at all. So pleaße tell me what I can improve. Somehow i can't see the image of my post. Is that only me or did i do something wrong? You need a '.png' inside your image tag, and you can't link an album Like so: ![]() | ||
happykrogan
Germany408 Posts
June 23 2017 16:47 GMT
#4091
On June 24 2017 01:42 ZigguratOfUr wrote: Show nested quote + On June 23 2017 23:52 happykrogan wrote: On June 23 2017 23:48 happykrogan wrote: The first map I post on teamliquid. I didn't start the aesthetics yet too. The trees are placeholders where i want to put more detailed doodads later. It feels a bit awkward especially because i don't think that the map is very good but I didn't wanted it to rot on my computer with no feedback at all. So pleaße tell me what I can improve. Somehow i can't see the image of my post. Is that only me or did i do something wrong? You need a '.png' inside your image tag, and you can't link an album Like so: Thank you | ||
Legan
Finland326 Posts
June 28 2017 17:50 GMT
#4092
My thought process for the map was something like: Have two possible third bases, one on high ground and one on low ground. 'Preferred' fourth base should be in front of the third base, thus 'blocking' the main attack route to it. Also if you take high ground base as third, then 'preferred' fourth base should be on low ground, and similarly if low ground base is taken as third, then 'preferred' fourth base should be on high ground. Also both third bases should have a secondary attack route. 'Preferred' fourth bases should have one possible fifth between them and two on the edge of the map. For the center of the map I didn't have any idea, but thought that separate attack routes for possible fifth base on low ground and 'preferred' low ground fourth could be better, than huge open area. Also there is no specific idea about bases on the edge of the map (2, 3, 8 & 9 clock). My only concern was not making them too safe. This led to pushing specially base at 2 o'clock to be more distant to the high ground fourth base. The center of the map maybe messy and I'm not sure how preferable low ground fourth is after taking the high ground third, but I'm okay, if it isn't. * I struggle with ramp and choke sizes. There aren't probably too small ramps but maybe unnecessarily wide ones. * Main probably needs some blockers on the cliff to limit reaper usage. * Filling areas with same doodad doesn't look good and isn't better than filling with water. * Every base should be safe from siege tanks and liberators, either having two or more squares behind minerals or controlled high ground behind minerals. ![]() 164x172 45s from ramp to ramp with worker. What is the correct point for measuring the rush distance? Upper edge of main's ramp? Another view of map with camera angle at 70 degrees. + Show Spoiler + ![]() | ||
ZigguratOfUr
Iraq16955 Posts
June 30 2017 05:31 GMT
#4093
On June 23 2017 23:48 happykrogan wrote: + Show Spoiler + The first map I post on teamliquid. I didn't start the aesthetics yet too. The trees are placeholders where i want to put more detailed doodads later. It feels a bit awkward especially because i don't think that the map is very good but I didn't wanted it to rot on my computer with no feedback at all. ![]() So pleaße tell me what I can improve.
On June 29 2017 02:50 Legan wrote:+ Show Spoiler + Hi, my first post and map that I dare to share with others for feedback. My thought process for the map was something like: Have two possible third bases, one on high ground and one on low ground. 'Preferred' fourth base should be in front of the third base, thus 'blocking' the main attack route to it. Also if you take high ground base as third, then 'preferred' fourth base should be on low ground, and similarly if low ground base is taken as third, then 'preferred' fourth base should be on high ground. Also both third bases should have a secondary attack route. 'Preferred' fourth bases should have one possible fifth between them and two on the edge of the map. For the center of the map I didn't have any idea, but thought that separate attack routes for possible fifth base on low ground and 'preferred' low ground fourth could be better, than huge open area. Also there is no specific idea about bases on the edge of the map (2, 3, 8 & 9 clock). My only concern was not making them too safe. This led to pushing specially base at 2 o'clock to be more distant to the high ground fourth base. The center of the map maybe messy and I'm not sure how preferable low ground fourth is after taking the high ground third, but I'm okay, if it isn't. * I struggle with ramp and choke sizes. There aren't probably too small ramps but maybe unnecessarily wide ones. * Main probably needs some blockers on the cliff to limit reaper usage. * Filling areas with same doodad doesn't look good and isn't better than filling with water. * Every base should be safe from siege tanks and liberators, either having two or more squares behind minerals or controlled high ground behind minerals. ![]() 164x172 45s from ramp to ramp with worker. What is the correct point for measuring the rush distance? Upper edge of main's ramp? Another view of map with camera angle at 70 degrees. + Show Spoiler + ![]()
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Legan
Finland326 Posts
June 30 2017 14:30 GMT
#4094
On June 30 2017 14:31 ZigguratOfUr wrote: Caveat Lector: When asked to critique things I can come across really harsh, so please take this constructively. Show nested quote + On June 23 2017 23:48 happykrogan wrote: + Show Spoiler + The first map I post on teamliquid. I didn't start the aesthetics yet too. The trees are placeholders where i want to put more detailed doodads later. It feels a bit awkward especially because i don't think that the map is very good but I didn't wanted it to rot on my computer with no feedback at all. ![]() So pleaße tell me what I can improve.
Show nested quote + On June 29 2017 02:50 Legan wrote:+ Show Spoiler + Hi, my first post and map that I dare to share with others for feedback. My thought process for the map was something like: Have two possible third bases, one on high ground and one on low ground. 'Preferred' fourth base should be in front of the third base, thus 'blocking' the main attack route to it. Also if you take high ground base as third, then 'preferred' fourth base should be on low ground, and similarly if low ground base is taken as third, then 'preferred' fourth base should be on high ground. Also both third bases should have a secondary attack route. 'Preferred' fourth bases should have one possible fifth between them and two on the edge of the map. For the center of the map I didn't have any idea, but thought that separate attack routes for possible fifth base on low ground and 'preferred' low ground fourth could be better, than huge open area. Also there is no specific idea about bases on the edge of the map (2, 3, 8 & 9 clock). My only concern was not making them too safe. This led to pushing specially base at 2 o'clock to be more distant to the high ground fourth base. The center of the map maybe messy and I'm not sure how preferable low ground fourth is after taking the high ground third, but I'm okay, if it isn't. * I struggle with ramp and choke sizes. There aren't probably too small ramps but maybe unnecessarily wide ones. * Main probably needs some blockers on the cliff to limit reaper usage. * Filling areas with same doodad doesn't look good and isn't better than filling with water. * Every base should be safe from siege tanks and liberators, either having two or more squares behind minerals or controlled high ground behind minerals. ![]() 164x172 45s from ramp to ramp with worker. What is the correct point for measuring the rush distance? Upper edge of main's ramp? Another view of map with camera angle at 70 degrees. + Show Spoiler + ![]()
Thanks for feedback. Changes:
![]() 152x156 Rush distance 42s | ||
ZigguratOfUr
Iraq16955 Posts
June 30 2017 19:26 GMT
#4095
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Legan
Finland326 Posts
July 03 2017 11:33 GMT
#4096
Changes:
Two pictures that have same middle but differently placed debris: + Show Spoiler + ![]() 152x156 43s ![]() 152x156 43s Edit: Version with high ground instead of doodads, other versions had too small chokes: + Show Spoiler + ![]() | ||
ZigguratOfUr
Iraq16955 Posts
July 03 2017 17:56 GMT
#4097
On July 03 2017 20:33 Legan wrote: Thanks again. Changes:
Two pictures that have same middle but differently placed debris: + Show Spoiler + ![]() 152x156 43s ![]() 152x156 43s Edit: Version with high ground instead of doodads, other versions had too small chokes: + Show Spoiler + ![]() Middle-wise, I like the second version best since it does a good job of separating the bases closest to the centre. The doodads behind the secondary bath are definitely unneeded--it's completely fine for a fourth/fifth base to be accessible to be shot at from behind especially when it's quite easy for a friendly army to move behind it to defend. As for air blockers I really hate them and think they should be avoided whenever possible, since they're really buggy and units can get stuck against them. Units clipping through doodads is kinda ugly, but at least it doesn't harm gameplay. You can try to use other doodads or shrink the existing ones. Also to get feedback about the map have you tried any platforms other than TL? I know there's a few mapmaking Discord channels (I think https://discord.gg/cyCmptG is the biggest one, but there's some others floating about). | ||
Forerunner
1 Post
July 19 2017 17:29 GMT
#4098
I am currently working on the map Thundering Tides, the most up-to-date version can be found on the American server under that name in Custom Games. Playable Size: 140x180 Full Size: 160x208 Top-Down Image: + Show Spoiler + ![]() 45-Degree Angle + Show Spoiler + ![]() Action Shot: + Show Spoiler + ![]() I look forward to any comments and ideas you guys may have, thank you so much for your time and effort! Feel free to contact me on Discord at Biosphere#5860, I'd love for you to join my StarCraft II server! Best regards, Forerunner | ||
Samro225am
Germany982 Posts
July 20 2017 14:47 GMT
#4099
On July 20 2017 02:29 Forerunner wrote:+ Show Spoiler + Greetings! I am David (Forerunner) and I enjoy working on 1v1 Melee Maps in my free time. I'm still quite new to the whole process, but practice makes perfect, eh? I am currently working on the map Thundering Tides, the most up-to-date version can be found on the American server under that name in Custom Games. Playable Size: 140x180 Full Size: 160x208 Top-Down Image: + Show Spoiler + ![]() 45-Degree Angle + Show Spoiler + ![]() Action Shot: + Show Spoiler + ![]() I look forward to any comments and ideas you guys may have, thank you so much for your time and effort! Feel free to contact me on Discord at Biosphere#5860, I'd love for you to join my StarCraft II server! Best regards, Forerunner @Forerunner: hello and weclome to sc2 map making. here is a quick comment just from analyzing the overview: the map is pretty big and there is plenty of empty space, also bases (just look at nat and third) are pretty (too) spacious. The third backdoor is a neat idea in general, but given the large natural base's ramp one would rather go straight in anyway, so i think you need to work on general spacing first before experimenting with backdoors, etc. i hope this is not too demotivating, but i suggest to put the map away for a minute, open in the editor any of the current ladder maps and just copy the minearl lines and geysers from there, start a new map (136x152) and switch on symmetry mode and then paste these three bases in one corner. then - before doing any terraining - just set up more bases in the same pattern that you suggested here (plus one) until you have 16 overall. In doing so the spacing should be fine. 144x144=16 bases as a standard. the golds are very hard. maybe leave them out instead? | ||
Samro225am
Germany982 Posts
July 20 2017 15:04 GMT
#4100
alternative 1 ![]() alternative 2 ![]() alternative 3 ![]() | ||
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