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Forum Index > SC2 Maps & Custom Games |
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin | ||
TheFish7
United States2824 Posts
July 20 2017 19:58 GMT
#4101
+ Show Spoiler + ![]() | ||
Legan
Finland326 Posts
July 23 2017 18:48 GMT
#4102
On July 04 2017 02:56 ZigguratOfUr wrote: Show nested quote + 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). I haven't asked feedback from anywhere else yet, but will probably join discord soon. I 'finalised' the first map by refactoring the middle a little, adding dooddads around the map and added high grounds for OLs. 152x156 + Show Spoiler + ![]() I made another map with same kind of positioning of bases, that in my first. I'm concerned that moving from bottom-left to top-right is difficult and bases on those corners are too safe for being taken as 5th and 6th bases. 138x148 + Show Spoiler + ![]() My newest experiment. Switched high ground third from front of the main to side and made third base in front of main a low ground base. I'm again concerned about movement, but this time there are not really routes on side of the map. 136x144 + Show Spoiler + ![]() | ||
ZigguratOfUr
Iraq16955 Posts
July 24 2017 02:28 GMT
#4103
On July 21 2017 00:04 Samro225am wrote: okay, a few months after the classic TLMC double-finalist-entry-and-fail i fired up the galaxy editor again. a few hours last night and some quick changes today and here is something with a rather high base-density on 144x144. c&c welcome! alternative 1 + Show Spoiler + ![]() alternative 2 + Show Spoiler + ![]() alternative 3 + Show Spoiler + ![]() Is this a game of spot the differences? ![]() On July 24 2017 03:48 Legan wrote: Show nested quote + On July 04 2017 02:56 ZigguratOfUr wrote: 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). I haven't asked feedback from anywhere else yet, but will probably join discord soon. I 'finalised' the first map by refactoring the middle a little, adding dooddads around the map and added high grounds for OLs. 152x156 + Show Spoiler + ![]() I made another map with same kind of positioning of bases, that in my first. I'm concerned that moving from bottom-left to top-right is difficult and bases on those corners are too safe for being taken as 5th and 6th bases. 138x148 + Show Spoiler + ![]() My newest experiment. Switched high ground third from front of the main to side and made third base in front of main a low ground base. I'm again concerned about movement, but this time there are not really routes on side of the map. 136x144 + Show Spoiler + ![]() The first thing I see with your two new maps is that the base density is too high. Both of them have 20 bases which is too many for a medium-sized map, and way too many for the a small map (which the second map is). The distance between adjacent bases should roughly be around 40 by ground using the distance measuring tool and a lot of the bases are much closer than that. | ||
Fatam
1986 Posts
July 24 2017 04:43 GMT
#4104
You can have 3 bases within a pretty small radius yet in order to defend all 3 you would need armies at radically different locations. Cliffs/terrain can do that. But I think you have to have that heavy in your mind if you are going to have high base density. You shouldn't be able to defend multiple bases from the same army location. Also, further on the topic, I think it's MORE than ok to have high base density on a small map because it's easier to get punished for expanding. So to counteract the reluctantness of players to expand bc of the rush distance you should actually strongly consider high base density so that macro games are more possible. Just my take on it though | ||
ZigguratOfUr
Iraq16955 Posts
July 24 2017 06:04 GMT
#4105
On July 24 2017 13:43 Fatam wrote: You know being the troublemaker that I am I have to disagree with that a bit. (of course, it's a nice basic guideline if the bases are normal setups on a standard map) You can have 3 bases within a pretty small radius yet in order to defend all 3 you would need armies at radically different locations. Cliffs/terrain can do that. But I think you have to have that heavy in your mind if you are going to have high base density. You shouldn't be able to defend multiple bases from the same army location. Also, further on the topic, I think it's MORE than ok to have high base density on a small map because it's easier to get punished for expanding. So to counteract the reluctantness of players to expand bc of the rush distance you should actually strongly consider high base density so that macro games are more possible. Just my take on it though Fair enough. There's some amount of leeway with this guideline. I do think that in this specific case the maps would benefit from having fewer bases. And as for having a high base density on small maps I think you have to be careful with that, since past a certain point having a lot bases that you can take does translate to the bases being more vulnerable individually due to the necessity of keeping everything connected. | ||
Legan
Finland326 Posts
July 24 2017 19:06 GMT
#4106
144x150 ![]() | ||
yagrebinho
15 Posts
July 25 2017 08:06 GMT
#4107
On July 25 2017 04:06 Legan wrote: I reworked both maps to have more distance between bases. The first new map in my previous post doesn't look well at all currently, but the second one looks now better. I also removed bases so that currently it has 16 bases. 144x150 ![]() Cool map ![]() | ||
MoonStone1
20 Posts
July 27 2017 13:22 GMT
#4108
![]() Texture and deco are placeholder. 108 x 228 playable. + Show Spoiler + ![]() ![]() Supposed to be a 1v1 map with reasonable rush distance. Focused on getting to 3 bases easy and macro up. | ||
Legan
Finland326 Posts
July 27 2017 15:44 GMT
#4109
On July 27 2017 22:22 MoonStone1 wrote: My first attempt at melee map, let me know what you guys think! ![]() Texture and deco are placeholder. 108 x 228 playable. + Show Spoiler + ![]() ![]() Supposed to be a 1v1 map with reasonable rush distance. Focused on getting to 3 bases easy and macro up. I have not much experience about map making yet, but I can try to give you feedback anyway. To me the vertical distance seems huge. Have you measured distance in seconds between main ramps? I think distance between main ramps is usually min 40s and max 50s. For some reason when I start map for testing from editor, the game speed is set to normal instead of fastest. so you should check it before measuring. You seem to have non-standard number of minerals for multiple bases. Normally there is 8 minerals, 6 minerals 3 squares away and 2 minerals 4 squares away. The bases on sides at middle look awkward for moving through them. Also attacking workers would be easy because mineral line blocks movements for defender. Vertical and horizontal ramps are shorter than diagonal ones and harder to wall-off. Have you checked Mapper's Index under Custom Maps on TL? There is good list of resources for map making. Most of them are old but still relevant. | ||
Meltage
Germany613 Posts
August 04 2017 11:50 GMT
#4110
Feedback appreciated. I ahvnt mapped in the last years but found some time. ![]() | ||
-NegativeZero-
United States2141 Posts
August 05 2017 05:13 GMT
#4111
On August 04 2017 20:50 Meltage wrote: Published on Americas and Europe as MudWatch for playtests. Feedback appreciated. I ahvnt mapped in the last years but found some time. + Show Spoiler + ![]() damn, now that's a name i haven't seen in a long time... i don't think people will like the double entrance nat, it's been tried again in every expansion so far, and it never works out well. also i can't tell exactly, but the high ground pods at the 2/8 expansions look like they'll be too close to the town halls, and just get in the defender's way when fighting at that location. | ||
Samro225am
Germany982 Posts
August 06 2017 20:28 GMT
#4112
i suggest to block the second entrance. the distance from nat choke to choke looks long enough to allow a blocked second entrance at least. what is problematic within the framework of the contemporary gameplay is that third bases need to be much closer to the natural choke and easier to defend (distance from third's ramp/choke to third's cc). | ||
Erotesn
27 Posts
August 09 2017 20:49 GMT
#4113
![]() Untitled ![]() Fire's Heart | ||
MoonStone1
20 Posts
August 16 2017 19:29 GMT
#4114
Published on NA "Chrysalis" ![]() Images + Show Spoiler + ![]() This is my eighth map, I'm trying to work on proportions and eventually submit for TLMC! ![]() Any feedback is appreciated | ||
ZigguratOfUr
Iraq16955 Posts
August 17 2017 05:36 GMT
#4115
On August 17 2017 04:29 MoonStone1 wrote: 116 x 164 Published on NA "Chrysalis" ![]() Images + Show Spoiler + ![]() This is my eighth map, I'm trying to work on proportions and eventually submit for TLMC! ![]() Any feedback is appreciated The first thing I noticed is that the long corridor leading to the natural probably lends itself to some contains that would be very hard to break out of. | ||
Pasketi
Finland16 Posts
August 21 2017 20:36 GMT
#4116
I'd like to get some additional opinions on my current map. Map and analyzer view + Show Spoiler + ![]() ![]() I don't want to write long, elaborate descriptions for "Why I did this map" right now, it's getting late. | ||
Zweck
Germany211 Posts
August 22 2017 16:02 GMT
#4117
![]() ![]() ![]() (Added some quick doodads to show blocked pathing.) And im wondering if we maybe need less bases again in the future thanks to the balance changes coming up!? SO maybe 16 Bases is a bit too much in the first map. | ||
Fatam
1986 Posts
August 22 2017 19:55 GMT
#4118
2nd looks fine-ish to me, kind of like sequencer but painted in broader strokes | ||
Zweck
Germany211 Posts
August 22 2017 20:45 GMT
#4119
| ||
SwedenTheKid
567 Posts
August 24 2017 04:13 GMT
#4120
Ideas ![]() ![]() 160x160 spawns in corners | ||
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