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Work In Progress Melee Maps - Page 211

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
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
February 20 2018 03:00 GMT
#4201
Blink hasn't been the biggest deal post patch 4.14, but I'd still view a main with so much unobstructed surface area with misgivings. Proxy reapers are still a thing especially in TvT, and there's a few other ways to abuse it.
Syphon8
Profile Joined July 2010
Canada298 Posts
Last Edited: 2018-02-26 10:40:27
February 24 2018 10:26 GMT
#4202
Too right about the centre, I thought about taking it out before even posting it and decided to go ahead and see what it was like just for a e s t h e t i c s sake. Updated vers to follow.

EDIT --

[image loading]

Took out the middle, expanded the highgrounds a bit, fixed placeholder mins, few other small geometry tweaks, put up LOS blockers in the pocket third, and reduced Reaper-cliff area around the main.
',:/
Antares777
Profile Joined June 2010
United States1971 Posts
March 02 2018 18:27 GMT
#4203
Interesting use of line-of-sight blockers by the golds. I think the map still has the same issues it had from the previous version. I'm unconvinced that line-of-sight blockers fix the vulnerability of the in-base naturals, though it may not be a big deal with such an easy third.

I think you need to open up some areas more. I don't understand why the rocks covering the ramps near the golds are there. I think the top-right and bottom-left expansions need to be opened up more. I'd just keep playing around with the layout some more.
Syphon8
Profile Joined July 2010
Canada298 Posts
March 05 2018 08:03 GMT
#4204
The rocks on the ramps are intended to slow pushes onto the third that set up on the highground above it. The in-base natural is intended to very vulnerable of course (I added the LOS blockers only because no-obs blink would be an absurd imbalance), so I want the outside third to be correspondingly safe.

Therefore, I am more open to removing the ones closest to the gold, because an aggressor would still have to walk around the second rock.

Presently, the distance between the opponents natural and your inbase is 90, the distance from their nat to the lip of the highground above your third is also, with none of the rocks, 90. With one rock removed, it's 105. With both there, it's 110. So, there was some thought behind it, but it might not be necessary.

I'm interested in hearing your thoughts.
',:/
Zuratu
Profile Joined April 2018
United States25 Posts
April 22 2018 05:56 GMT
#4205
148*140 Playable
North America
Frigid Chain
[image loading]

First time I ever felt like I did a decent job at decorating with Doodads. Still new to this so I'm not really sure what direction to take things or really how to know if the layout is good / how to polish it up once it's a decent layout.

Syphon8
+ Show Spoiler +

I don't really know what I'm doing, so I can't really say much. For sure I think you could put the towers back at the end of that high-ground anti-clockwise from the golds.
[image loading]
I'm really not sure about changing the ramps with rocks near the gold. If it were me I'd remove the one closest to the gold. But if your intention is allowing large army movement in the lategame then it's probably solid as is haha.
Either way I like the map.
Probably from Earth. Possibly Human.
Invalid99
Profile Joined May 2018
Canada37 Posts
Last Edited: 2018-05-14 04:03:00
May 14 2018 02:31 GMT
#4206
Map name: Korhal Drive Yards
Playable size:156 X 161
16 bases
Server: Americas

[image loading]

I don't know much about mapmaking so I'm looking forward to any feedback i can get.

I'm unlikely to know what I'm talking about
Invalid99
Profile Joined May 2018
Canada37 Posts
Last Edited: 2018-05-14 02:32:59
May 14 2018 02:32 GMT
#4207
I'm unlikely to know what I'm talking about
Invalid99
Profile Joined May 2018
Canada37 Posts
Last Edited: 2018-05-14 07:07:00
May 14 2018 05:22 GMT
#4208
edit

Map Name: Eternal Forge
Playable size: 164 x 164
Rush distance: 54 seconds (Main to main)
20 bases (2 of which are 6 mineral patch golds with 1 geyser)
Server:Americas

[image loading]

I have changed this map more times than i can count and I have no idea what to do with it.

I'm unlikely to know what I'm talking about
algue
Profile Joined July 2011
France1436 Posts
Last Edited: 2018-05-14 10:12:53
May 14 2018 10:10 GMT
#4209
Easy way to make your map stand out without fucking its shit up: if your map has a pocket expansion in the main, put that pocket expand on the same level as the main doesn't change much to the gameplay of the map and makes the main base much larger which opens up the path for more "main base memes" like the inclusion of some Metalopolis-style line of sight blockers in the main

@Invalid99: When you keep changing things in your map and you're still never happy about it, it's time to start a new map concept and try not to repeat what went wrong with the previous one.
rly ?
Invalid99
Profile Joined May 2018
Canada37 Posts
Last Edited: 2018-05-15 02:37:48
May 15 2018 02:33 GMT
#4210
Yeah that's true, that was one of the first maps I tried to make anyway but has been left alone for months. Whereas korhal drive yards is the most recent and first one that I think is atleast somewhat decent.
I just wanted to know what I'm doing wrong so I don't repeat them and can improve since I'm a noob at making maps.
I'm unlikely to know what I'm talking about
MrSunny
Profile Joined September 2011
Australia73 Posts
May 15 2018 09:41 GMT
#4211
Hey everyone, long time no post. Been getting back into sc2 and mapmaking lately. Here's my first map layout in what seems like forever!

[image loading]

Layout is *done* Aesthetics not so much

So glad to see starcraft hanging around. a true testament to this games beauty
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
May 16 2018 00:24 GMT
#4212
On May 15 2018 18:41 MrSunny wrote:
Hey everyone, long time no post. Been getting back into sc2 and mapmaking lately. Here's my first map layout in what seems like forever!

[image loading]

Layout is *done* Aesthetics not so much

So glad to see starcraft hanging around. a true testament to this games beauty


Nice map. The long ledge behind the alternate third and next to the main looks like it could be rather frustrating with siege tanks, especially since the rest of the map is already great for siege tanks with not much room for big surrounds.
algue
Profile Joined July 2011
France1436 Posts
May 17 2018 08:05 GMT
#4213
On May 15 2018 11:33 Invalid99 wrote:
Yeah that's true, that was one of the first maps I tried to make anyway but has been left alone for months. Whereas korhal drive yards is the most recent and first one that I think is atleast somewhat decent.
I just wanted to know what I'm doing wrong so I don't repeat them and can improve since I'm a noob at making maps.

Open a good ladder map in the editor and try remaking it, it's good practice to get the basics of melee map making down
(Implying there has ever been a good ladder map > )
rly ?
JaleVeliki1
Profile Joined May 2018
2 Posts
Last Edited: 2018-05-18 01:19:26
May 17 2018 22:48 GMT
#4214
Hello TL community! I'd like to share my map layout in progress and hope this is the correct place and way to do it.
I'd appreciate any kind of criticism/opinion as I'm still A COMPLETE NOOB at mapmaking and would very much like to prepare at least one map for the next TL map contest.

Please point out any melee map rules/tips I'm unaware of and more places where I can post maps for feedback. Thanks a lot!
--------------------------------------------

Note: Map still not public (should I make it public?)

Name: Purification Station

Top view:
[image loading]

Side view:
[image loading]

:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
For feedback, please read info and my thoughts in the spoiler:
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::


Features / Goals / Concerns / Notes:
+ Show Spoiler +
Created by: JaleVeliki
2 player melee map / 14 bases
Map Category: I have no idea. New? Standard? Macro?? Rush???
Playable: 140 x 156 (21 840 total)
- main to main: 57s
- natural to natural: 51s
- M-ramp to M-ramp: 48s
- Overlord to enemy Main: 148 s ( 2:28 )

KEY FEATURES:
- Main exposed to air harras and proxy
- many places for air units to idle/be out of range
- tight spaces and many chokes
- easy to turtle on 3 bases, but that gives enemy easy control over entire map and golds
- gold base close to main but harder to reinforce and defend
- LOS protected xel'naga towers covering vision of 4 ramps and 2 bases (1 gold)
- map/pathway connection BAD until rocks (5 total) are destoyed

MY MAP GOALS:
- push unconventional map layout
- promote the use of more air/transport unit compositions and strats
- push unseen new strats and cheeses to happen!

CURRENT CONCERNS:

!disclaimer (I'm only gold level player, so help out)!
- timing attacks ?
- siege tank pushes from 3rd ?
- level 2 cliff in Main good/bad ?
- possibility of undefendable GM level cheese which I cannot test or reproduce ?
- middle area clunky ?
- Terran medivac shenanigans ?

NOTES:
- all level 2 cliffs will be unpathable for ground / there will be no air blockers
- addition of doodads will tighten the spaces even more
- Siege Tanks cannot target Nexus or gases in Main/2nd from outside safely
- Blink Stalkers/DTs cannot blink in Main from outside
- Gold base has 4 High Yielding / 2 Low instead of 2/4 standard, gases are normal.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
May 18 2018 08:02 GMT
#4215
On May 18 2018 07:48 JaleVeliki1 wrote:
+ Show Spoiler +

Hello TL community! I'd like to share my map layout in progress and hope this is the correct place and way to do it.
I'd appreciate any kind of criticism/opinion as I'm still A COMPLETE NOOB at mapmaking and would very much like to prepare at least one map for the next TL map contest.

Please point out any melee map rules/tips I'm unaware of and more places where I can post maps for feedback. Thanks a lot!
--------------------------------------------

Note: Map still not public (should I make it public?)

Name: Purification Station

Top view:
[image loading]

Side view:
[image loading]

:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
For feedback, please read info and my thoughts in the spoiler:
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::


Features / Goals / Concerns / Notes:
+ Show Spoiler +
Created by: JaleVeliki
2 player melee map / 14 bases
Map Category: I have no idea. New? Standard? Macro?? Rush???
Playable: 140 x 156 (21 840 total)
- main to main: 57s
- natural to natural: 51s
- M-ramp to M-ramp: 48s
- Overlord to enemy Main: 148 s ( 2:28 )

KEY FEATURES:
- Main exposed to air harras and proxy
- many places for air units to idle/be out of range
- tight spaces and many chokes
- easy to turtle on 3 bases, but that gives enemy easy control over entire map and golds
- gold base close to main but harder to reinforce and defend
- LOS protected xel'naga towers covering vision of 4 ramps and 2 bases (1 gold)
- map/pathway connection BAD until rocks (5 total) are destoyed

MY MAP GOALS:
- push unconventional map layout
- promote the use of more air/transport unit compositions and strats
- push unseen new strats and cheeses to happen!

CURRENT CONCERNS:

!disclaimer (I'm only gold level player, so help out)!
- timing attacks ?
- siege tank pushes from 3rd ?
- level 2 cliff in Main good/bad ?
- possibility of undefendable GM level cheese which I cannot test or reproduce ?
- middle area clunky ?
- Terran medivac shenanigans ?

NOTES:
- all level 2 cliffs will be unpathable for ground / there will be no air blockers
- addition of doodads will tighten the spaces even more
- Siege Tanks cannot target Nexus or gases in Main/2nd from outside safely
- Blink Stalkers/DTs cannot blink in Main from outside
- Gold base has 4 High Yielding / 2 Low instead of 2/4 standard, gases are normal.


Right from the start, your goals are somewhat at odds with what most mapmakers try to do. Most of the time SCII mapmakers struggle to make the terrain as meaningful as possible, and promote ground play over air play, since air play can be repetitive since most of the map layout doesn't matter.

That being said, promoting air play to some extent isn't in of itself problematic and it all comes down to execution. And here I feel the execution is pushed too far and leads to really unfun scenarios. The map is riddled with chokes and narrow passages which can be abused really hard by liberators or tanks, and are terribly imbalanced. I understand you made the paths "bad" intentionally, but it's just too bad and awkward--a map needs a modicum of flow and a balance between narrow and open areas. The map needs to reflect, for lack of a better term, more understanding of the basics of mapmaking and how normal maps work. Your ideas are interesting, like having a high wall adjacent to help drops enter and leave (though there are many pitfalls with implementing it in practice), but there is still a lack of fundamentals to be able to back these ideas up.

As a side note, you mention that "gold base has 4 High Yielding / 2 Low instead of 2/4 standard". Standard is three 900 min. patches, and three 1800 min. patches, though tbh this is something that is quite lacking in consistency even at the ladder level. For example Acid Plant's golds inexplicably have five 900 min. patches and a single regular patch. But more importantly, why did you deviate from what is standard? Deviating is of course very important, and in fact all of mapmaking and innovation revolves about choosing when and how to deviate. But you need a good reason, and I can't really see why you would choose to have a gold base which can't be taken early have a slightly different mineral count.

For further advice you can probably ask the people from the mapmaking Discord: https://discord.gg/tkQDNxy.
JaleVeliki1
Profile Joined May 2018
2 Posts
May 18 2018 11:59 GMT
#4216
+ Show Spoiler +
On May 18 2018 17:02 ZigguratOfUr wrote:

Right from the start, your goals are somewhat at odds with what most mapmakers try to do. Most of the time SCII mapmakers struggle to make the terrain as meaningful as possible, and promote ground play over air play, since air play can be repetitive since most of the map layout doesn't matter.

That being said, promoting air play to some extent isn't in of itself problematic and it all comes down to execution. And here I feel the execution is pushed too far and leads to really unfun scenarios. The map is riddled with chokes and narrow passages which can be abused really hard by liberators or tanks, and are terribly imbalanced. I understand you made the paths "bad" intentionally, but it's just too bad and awkward--a map needs a modicum of flow and a balance between narrow and open areas. The map needs to reflect, for lack of a better term, more understanding of the basics of mapmaking and how normal maps work. Your ideas are interesting, like having a high wall adjacent to help drops enter and leave (though there are many pitfalls with implementing it in practice), but there is still a lack of fundamentals to be able to back these ideas up.

As a side note, you mention that "gold base has 4 High Yielding / 2 Low instead of 2/4 standard". Standard is three 900 min. patches, and three 1800 min. patches, though tbh this is something that is quite lacking in consistency even at the ladder level. For example Acid Plant's golds inexplicably have five 900 min. patches and a single regular patch. But more importantly, why did you deviate from what is standard? Deviating is of course very important, and in fact all of mapmaking and innovation revolves about choosing when and how to deviate. But you need a good reason, and I can't really see why you would choose to have a gold base which can't be taken early have a slightly different mineral count.

For further advice you can probably ask the people from the mapmaking Discord: https://discord.gg/tkQDNxy.


Hey! I realize that my mapmaking skills and fundamental knowledge are lacking, so that's why I came here to gather more info, feedback and to learn and practice. Thanks a lot for the comment! I have joined the Mapper Discord server as well as people recommended me a ton of useful guides and discussions!




Syphon8
Profile Joined July 2010
Canada298 Posts
August 16 2018 13:58 GMT
#4217
[image loading]

Yes, I have a good reason for bumping this. 'Cause no-one's posting maps!
',:/
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
August 19 2018 03:38 GMT
#4218
On August 16 2018 22:58 Syphon8 wrote:
[image loading]

Yes, I have a good reason for bumping this. 'Cause no-one's posting maps!


With thirds placed like this I think it unfortunately becomes a 2-base play map.
Syphon8
Profile Joined July 2010
Canada298 Posts
August 19 2018 05:12 GMT
#4219
Yeah that was the worry. I more or less just wanted to re-make Whirlwind with the thirds flipped inside. Not really sure how I'd make them more defensible, other than dropping a pit behind the mineral lines, and that would ruin the openness of the map. It's already huge so making it bigger wouldn't work either....
',:/
KillerSmile
Profile Joined November 2018
Germany96 Posts
Last Edited: 2018-11-07 19:06:42
November 07 2018 17:13 GMT
#4220
Molten Vortex

140x132
[image loading]

Just getting started doing this mapping thing, as you can probably tell. It's very rough around the edges, but maybe someone can give me pointers on where to maybe put destructable rocks or whether I should throw the whole thing away and start all over.

As I said, first map, but please don't be gentle.
Mapmaker, author of Mothership LE, 10000 Feet LE, Data-C, Solaris, Ley Lines, Torches and Reclamation LE
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