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Work In Progress Melee Maps - Page 207

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
Legan
Profile Joined June 2017
Finland441 Posts
Last Edited: 2017-08-24 21:47:40
August 24 2017 19:24 GMT
#4121
I have added doodads to the map in my previous post.
Fennec's Depot:144x150
+ Show Spoiler +
[image loading]


Newest map idea. Frozen canyon with rivers. Only 12 bases total. Layout not so thought out. Also I could not find map that has low ground only at middle and high ground only at edges, so balance may be questionable. Also is there any magic tricks about adding many simple doodads like trees? It just feels overwhelming to add them one by one and it still doesn't look good.
Korouoma: 148x148
+ Show Spoiler +

[image loading]


And last, my first map with name. I'm pondering about environment effects. Raining and may be lightning would match sea theme. but then map would be darker.
PookiOutpost:152x156
+ Show Spoiler +

[image loading]


I will probably submit all of these to TLMC soon. Currently no idea for the fourth map.
Creator of Gresvan, Tropical Sacrifice, Taitalika, and Golden Forge
nesta-kun
Profile Joined June 2017
Denmark26 Posts
August 24 2017 23:18 GMT
#4122
(2)Hesperus 152x152
[image loading]
Like many others TLMC9 relit the candle a little bit.
What do you think this map would qualify as? having the straight line to the opponent, but at the same time having a somewhat safe backdoor expansion? Rush? Standard? What do you think?
TLMC9 Finalist - Creator of Acid Plant
SwedenTheKid
Profile Joined July 2014
567 Posts
August 25 2017 01:44 GMT
#4123
On August 25 2017 04:24 Legan wrote:
I have added doodads to the map in my previous post.
Fennec's Depot:144x150
+ Show Spoiler +
[image loading]


Newest map idea. Frozen canyon with rivers. Only 12 bases total. Layout not so thought out. Also I could not find map that has low ground only at middle and high ground only at edges, so balance may be questionable. Also is there any magic tricks about adding many simple doodads like trees? It just feels overwhelming to add them one by one and it still doesn't look good.
Korouoma: 148x148
+ Show Spoiler +

[image loading]


And last, my first map with name. I'm pondering about environment effects. Raining and may be lightning would match sea theme. but then map would be darker.
PookiOutpost:152x156
+ Show Spoiler +

[image loading]


I will probably submit all of these to TLMC soon. Currently no idea for the fourth map.


map1
>mains are way too small
>very standard main/nat/3rd setup, I assume that's intentional


>middle bases are really weird. They don't really seem that way at first, but the flow of the map is really hard to follow. For example, on King Sejong Station, the middle bases flow really well with the rest of the map. They allow for smooth and clear army movement around the map, and most importantly divide the map in the late game. Here, they do more of the opposite of splitting the map, and army movement is very confined in a strange way due to the few ramps and their directions around the middle bases. I don't know if this is bad. I don't really like it though. If it were me, I'd remove the rocks and make that area blocked off, and add an additional 2x2 ramp on the other side of the 3x3 ramp. It makes troop movement a little easier and allows the map to be split while players expand into the middle.
>good tower positioning

map2
>not much to say about this one
>pretty standard, a bit to open for my tastes
>match point esque highground in corners is cool, but probably wouldn't be used much aside for harrassment
>river aesthetic is cool but the bland trees aren't

map3
>main is again too small
>bases are too easy to take imo
>center is alright but generally you want the tighter areas to not be in the center of the map

Casual Mapmaker
SwedenTheKid
Profile Joined July 2014
567 Posts
August 25 2017 01:51 GMT
#4124
On August 25 2017 08:18 nesta-kun wrote:
(2)Hesperus 152x152
[image loading]
Like many others TLMC9 relit the candle a little bit.
What do you think this map would qualify as? having the straight line to the opponent, but at the same time having a somewhat safe backdoor expansion? Rush? Standard? What do you think?


>standard map, considering this type of backdoor is more common than a regular base outside your main ramp [hyperbole]. You should also give the main ramp/ main ramp distance if you are asking if it's rush or not.
>map is too open
Casual Mapmaker
SwedenTheKid
Profile Joined July 2014
567 Posts
August 25 2017 01:55 GMT
#4125
On August 24 2017 13:13 SwedenTheKid wrote:


[image loading]

[image loading]

160x160
spawns in corners


upping this post because new page was at unfortunate time.

although gaming PC broke, so RIP probably

Casual Mapmaker
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2017-08-25 05:53:39
August 25 2017 01:56 GMT
#4126
On August 25 2017 10:44 SwedenTheKid wrote:
Show nested quote +
On August 25 2017 04:24 Legan wrote:
I have added doodads to the map in my previous post.
Fennec's Depot:144x150
+ Show Spoiler +
[image loading]


Newest map idea. Frozen canyon with rivers. Only 12 bases total. Layout not so thought out. Also I could not find map that has low ground only at middle and high ground only at edges, so balance may be questionable. Also is there any magic tricks about adding many simple doodads like trees? It just feels overwhelming to add them one by one and it still doesn't look good.
Korouoma: 148x148
+ Show Spoiler +

[image loading]


And last, my first map with name. I'm pondering about environment effects. Raining and may be lightning would match sea theme. but then map would be darker.
PookiOutpost:152x156
+ Show Spoiler +

[image loading]


I will probably submit all of these to TLMC soon. Currently no idea for the fourth map.


map1
>mains are way too small
>very standard main/nat/3rd setup, I assume that's intentional


>middle bases are really weird. They don't really seem that way at first, but the flow of the map is really hard to follow. For example, on King Sejong Station, the middle bases flow really well with the rest of the map. They allow for smooth and clear army movement around the map, and most importantly divide the map in the late game. Here, they do more of the opposite of splitting the map, and army movement is very confined in a strange way due to the few ramps and their directions around the middle bases. I don't know if this is bad. I don't really like it though. If it were me, I'd remove the rocks and make that area blocked off, and add an additional 2x2 ramp on the other side of the 3x3 ramp. It makes troop movement a little easier and allows the map to be split while players expand into the middle.
>good tower positioning

map2
>not much to say about this one
>pretty standard, a bit to open for my tastes
>match point esque highground in corners is cool, but probably wouldn't be used much aside for harrassment
>river aesthetic is cool but the bland trees aren't

map3
>main is again too small
>bases are too easy to take imo
>center is alright but generally you want the tighter areas to not be in the center of the map



The size of the mains isn't too bad. Maybe the first one is a bit too small, but I think the third one is fine. New Gettysburg showed us how small mains could be without hindering gameplay overmuch.

On August 25 2017 10:55 SwedenTheKid wrote:
Show nested quote +
On August 24 2017 13:13 SwedenTheKid wrote:


[image loading]

[image loading]

160x160
spawns in corners


upping this post because new page was at unfortunate time.

although gaming PC broke, so RIP probably



160x160 is huge, and only having 12 bases on a map that big is concerning. It means the base density is really low which makes expanding difficult. Both the third and fourth feel really distant consequently. I'd suggest to go back and measure the distance between the bases and shrink them down to the textbook ~40 (and shrink the map accordingly). Not a huge fan of the ledge with rocks at each end either. If just feels like it says no to zerg ever expanding there early.
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
Last Edited: 2017-08-25 07:03:27
August 25 2017 07:00 GMT
#4127
On August 25 2017 10:55 SwedenTheKid wrote:
Show nested quote +
On August 24 2017 13:13 SwedenTheKid wrote:


[image loading]

[image loading]

160x160
spawns in corners


upping this post because new page was at unfortunate time.

although gaming PC broke, so RIP probably


i really like the main/nat/3rd layout here, with that little rock blocked corridor. gives the tradeoff of either leaving your 3rd vulnerable to drops, or opening up the nat to runbys. imo i'd change the rock closer to the nat to a collapsible tower, so terran drops are still more vulnerable there until they take it down themselves. also, add a high ground ridge between the main and the corridor so you can't blink directly into the main without high ground vision.

i don't like the backdoor to the main though, those are just annoying to deal with. and i agree that the base density's too low for a 160x160 lotv map - either add a couple more bases, or (the better option) shrink the map and scale everything down.
vibeo gane,
Fatam
Profile Joined June 2012
1986 Posts
August 26 2017 07:41 GMT
#4128
Hey all. Don't know which 2 of these to submit for tlmc (already have 2 I know I'm submitting). Would love any help/advice/thoughts on which 2, or if you see one with potential but it has some issues you think need fixing, feel free to critique!

[image loading]
Red Dragon (ignore the nexus spam )

[image loading]
Grime

[image loading]
Ala'dor

[image loading]
Cthulhu (aesthetics unfinished)
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
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
August 26 2017 16:31 GMT
#4129
Ala'dor and Grime I think are the best ones. The natural of Red Dragon looks too hard to defend with attacks from both sides plus potential drops or elevators from the front, and Cthulhu's layout looks a bit unwieldy. Grime just looks like a fine standard map with non- orthodox layout,and I really like how you cleaned up Ala'dor since the original iteration (the door thing is of course still a bit of a question mark but of course it would be).
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2017-08-26 18:55:22
August 26 2017 18:54 GMT
#4130
On August 27 2017 01:31 ZigguratOfUr wrote:
Ala'dor and Grime I think are the best ones. The natural of Red Dragon looks too hard to defend with attacks from both sides plus potential drops or elevators from the front, and Cthulhu's layout looks a bit unwieldy. Grime just looks like a fine standard map with non- orthodox layout,and I really like how you cleaned up Ala'dor since the original iteration (the door thing is of course still a bit of a question mark but of course it would be).


yeah they are real strict on custom things this time around so things like doors are a no-go. But I kinda liked the layout even w/out the doors so I figured I'd try an edit. I was starting to lean away from cthulhu already (maybe down the road I can fix it to make it more elegant) so thanks for reaffirming that.

I kind of agree with you that the double entrance nat for a rush map like red dragon is probably bad, I just am not sure how to properly edit it to have 1 nat entrance yet. It's a little trickier for a small map like this because the nat entrance pretty much needs to be where it is (or so) because if you put it more towards the middle then the rush distance is too small. But keeping it where it is and getting rid of the 2nd natural entrance.. makes it hard to access the other side of the natural (the 12/6 o'clock area) easily. Will have to figure something out. Maybe that area doesn't need to exist at all.
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
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
August 27 2017 03:42 GMT
#4131
I am far from an expert opinion but I agree with ZigguratOfUr. Red Dragon feels really awkward in general and Cthulhu seems a bit too large / overly complicated. I really like what Grime does, though.
Moderatorshe/her
TL+ Member
MoonStone1
Profile Joined July 2017
20 Posts
August 27 2017 04:38 GMT
#4132
Working on a second map for the competition.

What do you guys think of Snowbourne?
[image loading]
140x108
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
August 27 2017 06:52 GMT
#4133
On August 27 2017 13:38 MoonStone1 wrote:
Working on a second map for the competition.

What do you guys think of Snowbourne?
[image loading]
140x108


140x108 is very small, and most people are of the opinion that ten bases is too few in LotV. The insanely long ground path with the incredibly short path down the middle that opens up is doubtful but intriguing since it makes this map basically a reverse Secret Spring. With how much it hinders scouting I think this map will unfortunately have brutal cheeses and little else.
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
Last Edited: 2017-08-27 07:15:44
August 27 2017 07:07 GMT
#4134
@Fatam contrary to what other people are saying, i like red dragon, especially if you're going to enter it into the rush category, which always seems to have a shortage of good maps.

@MoonStone i think 140x108 is doable for a rush map but it would be pretty tricky to get the proportions right. i'm trying to figure out how this map would play out... i can imagine someone trying to attack around the side path and the opponent scouting it and simply counterattacking down the middle, where they'd arrive first since it's so much closer and forcing the original attacker to turn around.

regardless, the 3rds look especially far and hard to defend compared to the distance between players, so i'd probably predict a lot of 2 base all-ins unless you change that.
vibeo gane,
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2017-08-27 08:55:56
August 27 2017 08:55 GMT
#4135
On August 27 2017 16:07 -NegativeZero- wrote:
@Fatam contrary to what other people are saying, i like red dragon, especially if you're going to enter it into the rush category, which always seems to have a shortage of good maps.


Yeah I am thinking the same. I have what I think is a pretty good revision of it almost done (new nat configuration and some other changes), will probably post for feedback tomorrow.

Cthulhu is definitely out. People so far seem to like Grime so it's probably in.

So right now I just have to cut 5 down to 4, (it's 1. an ancient confines edit that I haven't posted yet 2. crimson aftermath 3. grime 4. red dragon edit 5. alador edit. Maybe the alador goes even though I kind of like it, not sure. I feel like crimson aftermath is different enough that I can submit it to the new category, which makes it hard to get rid of.
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
MoonStone1
Profile Joined July 2017
20 Posts
Last Edited: 2017-08-27 17:19:29
August 27 2017 17:17 GMT
#4136
Following some concerns, I have changed the map up a bit. Here is the newest revision.
[image loading]

http://imgur.com/a/LTaaL

The cliffs at 6-12 o'clock are no-flying zones.

Thank you guys very much for your valuable feedback.
Meltage
Profile Joined October 2010
Germany613 Posts
August 28 2017 14:19 GMT
#4137
Progress update on MudWatch, published on EU and NA.

Thanks for the feedback. A rock-blocked backdoor opens a shorter path to the forward and vulnerable third. I think its a main feature, plus the position of the gold. Should the gold be high ground instead?

Hey Sam, amazing you're still here!

[image loading]
http://mentalbalans.se/aggedesign
SidianTheBard
Profile Joined October 2010
United States2474 Posts
August 28 2017 18:06 GMT
#4138
On August 28 2017 02:17 MoonStone1 wrote:
Following some concerns, I have changed the map up a bit. Here is the newest revision.
[image loading]

http://imgur.com/a/LTaaL

The cliffs at 6-12 o'clock are no-flying zones.

Thank you guys very much for your valuable feedback.


You should move the main minerals a little closer to the main ramps so it's easier to ping pong an army between the main & natural. The overall map does seem a little small and would probably be too aggressive in the middle, especially since you're making that the point of entrance to the natural and the shortest attack path once the rocks are down.

With the rocks down it's what, 20 seconds nat to nat? Which is waaay too short. It seems the rush distance from Nat to Nat would be faster then Nat to 3rd, so at that point you almost never want to expand to a 3rd.

It's weird because I feel like you're trying to make an aggressive map, yet the corners (1 & 7 are littered with so many bases all super close to each other that it almost screams Macro. Yet again, with the rush distance natural to natural I don't see these side bases ever getting used. You either need to make the 3rds much closer to your natural to allow players to even want to expand to a third, or get rid of the section in the middle and rework pathing around the map to make the direct route from nat to nat longer. Heck, even making the 1 & 7 corner bases the main bases and the naturals being down the ramp, with two choice of thirds would probably make the map more enjoyable and better balanced.

Aesthetics look a ton better so that's a nice step up.

Keep it up bud! Don't take these too harshly at all, just random thoughts. =)
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.
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2017-08-29 09:25:08
August 29 2017 09:24 GMT
#4139
looking at doing something like this

[image loading]

or this

[image loading]

for red dragon. Texturing/aesthetics is still unfinished for some of the changed areas until I'm set on what I'm doing. Would love any feedback. Fun to see the submissions in the tlmc thread so far, some look really good
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
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2017-08-29 13:19:30
August 29 2017 12:31 GMT
#4140
Cant find the TLMC thread?

Here is an update on MudWatch. Feedback appreciated. Uploaded to EU and NA.

[image loading]

Also, testing a safer and closer third ... or just a boring one? Which do you prefer and why?
+ Show Spoiler +
[image loading]


An observation is that it really helps with movement through the map from first bases to last bases ... but is it a good thing? If that large army movement is discouraged, would we see more split armies?
http://mentalbalans.se/aggedesign
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