Work In Progress Melee Maps - Page 211
Forum Index > SC2 Maps & Custom Games |
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin | ||
ZigguratOfUr
Iraq16955 Posts
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Syphon8
Canada298 Posts
EDIT -- 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
United States1971 Posts
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
Canada298 Posts
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
United States24 Posts
North America Frigid Chain 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. 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. | ||
Invalid99
Canada37 Posts
Playable size:156 X 161 16 bases Server: Americas I don't know much about mapmaking so I'm looking forward to any feedback i can get. | ||
Invalid99
Canada37 Posts
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Invalid99
Canada37 Posts
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 I have changed this map more times than i can count and I have no idea what to do with it. | ||
algue
France1436 Posts
@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. | ||
Invalid99
Canada37 Posts
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. | ||
MrSunny
Australia73 Posts
Layout is *done* Aesthetics not so much So glad to see starcraft hanging around. a true testament to this games beauty | ||
ZigguratOfUr
Iraq16955 Posts
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! 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
France1436 Posts
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 > ) | ||
JaleVeliki1
2 Posts
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: Side view: ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: 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
Iraq16955 Posts
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: Side view: ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: 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
2 Posts
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
Canada298 Posts
Yes, I have a good reason for bumping this. 'Cause no-one's posting maps! | ||
ZigguratOfUr
Iraq16955 Posts
On August 16 2018 22:58 Syphon8 wrote: 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
Canada298 Posts
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KillerSmile
Germany81 Posts
140x132 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. | ||
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