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Active: 1471 users

Work In Progress Melee Maps - Page 3

Forum Index > SC2 Maps & Custom Games
Post a Reply
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Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2012-09-06 22:52:47
September 06 2012 22:51 GMT
#41
if you scroll down/up you pretty much see half of the map with only the interesting centre area cut out (:

+ Show Spoiler +


[image loading]

[image loading]

[image loading]

[image loading]

[image loading]
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2012-09-07 03:37:52
September 07 2012 03:26 GMT
#42
[image loading]

temp textures, i hope you guys can make it out

only unique feature is inbase third with 6m1hy and ramp leading into it rocked by 3 stacked rocks
starleague forever
Samro225am
Profile Joined August 2010
Germany982 Posts
September 07 2012 05:43 GMT
#43
i think you made that map too small and used space not efficiently. From the xwt all paths through the map and even worse the three chokes to the first four bases can be controlled. the backdoor rock to the inbase expansion is rewally hard to defend. Taking a fifth base seems impossible to me.
Aunvilgod
Profile Joined December 2011
2653 Posts
September 07 2012 07:51 GMT
#44
On September 07 2012 14:43 Samro225am wrote:
i think you made that map too small and used space not efficiently. From the xwt all paths through the map and even worse the three chokes to the first four bases can be controlled. the backdoor rock to the inbase expansion is rewally hard to defend. Taking a fifth base seems impossible to me.


I really don´t see how he does not use space efficiently. It is not like we make our maps 250x250, we pretty much have unlimited space available.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
Samro225am
Profile Joined August 2010
Germany982 Posts
September 07 2012 07:57 GMT
#45
the 8 and 2 base could be more to the corners. main could be closer to border and voila, one has the space needed for a centre that works.
Aunvilgod
Profile Joined December 2011
2653 Posts
September 07 2012 08:00 GMT
#46
He could just delete these highgrounds. Then he would have more than enough space. Pushing 8/2 out makes the map too passive imo. Rather have everything closer together so games will be more action-packed.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
eTcetRa
Profile Joined November 2010
Australia822 Posts
September 07 2012 08:38 GMT
#47
[image loading]

Playable Bounds: 154x112
10 Full Bases
2 Towers.
Retired Mapmaker™
Aunvilgod
Profile Joined December 2011
2653 Posts
September 07 2012 08:50 GMT
#48
On September 07 2012 17:38 eTcetRa wrote:
[Map]

Playable Bounds: 154x112
10 Full Bases
2 Towers.


Interesting! I think you should move the rock in front of the nat ontop of the ramp. Just because I don´t like Mineral blocks! :D

Seriously, I like your small ideas. Covering the rocks is cute, the backdoor into the 3rd is cute. The center with the small ramps leading up allows for strong usage of terrain, very cool. And the rest is solid too.
My only concern is the very late game, it seems like you can easily turtle on 5 bases. The tower covers everything but the ramp into the natural which makes lategame runbys and counterattacks near impossible. To solve this I would suggest to create an at least 2 wide ramp at the 5th, facing 2 o´clock.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 07 2012 12:52 GMT
#49
@a176: I agree with samro that you should pull things apart a little more. Everything is pretty close for a mobile army to hit whatever is undefended and/or be ready to meet a push at any point. When both rocks are down it's barely a positional commitment to get between any bases. If the center was larger, or the map was larger, you could fit in a half base in the center. This could be the sort of base that's not very good for zerg but useful for protoss/terran, just outside the rocks. This would incentivize breaking one's own rocks and controlling that center position, letting you pivot to the opposite expansion pattern. You already hint at this but the map is just too... forgive the cliche but circle syndrome and small. It's borderline blistering sands but is saved by the huge run distance around the horn of the inbase 3rd. Would only improve with some larger distances between things.

@etcetra: Easily your best map yet. I really like it, the 3rd and natural setup is awesome with the clever alternate entrance, and the spacing is great. At first I thought the 4th was too far but given the proportions I think it's fine. I love the little low ground path behind the 3rd too. My only concerns: is that a high ground drop pod by the 5th? That should not be pathable/dropable. Reason being terran gets so much freebie value out of drops there SO close to their reinforce. Already strong for drops. Other concern: the ramps in the middle are unnecessarily chokey. The center point of the high ground is narrow anyway. I would in fact extend those ramps into 4ramps, towards the tower barrier. They will really only provide a larger entrance into the funnel that is the middle high ground.
Comprehensive strategic intention: DNE
eTcetRa
Profile Joined November 2010
Australia822 Posts
September 07 2012 14:13 GMT
#50
On September 07 2012 21:52 EatThePath wrote:
@etcetra: Easily your best map yet. I really like it, the 3rd and natural setup is awesome with the clever alternate entrance, and the spacing is great. At first I thought the 4th was too far but given the proportions I think it's fine. I love the little low ground path behind the 3rd too. My only concerns: is that a high ground drop pod by the 5th? That should not be pathable/dropable. Reason being terran gets so much freebie value out of drops there SO close to their reinforce. Already strong for drops. Other concern: the ramps in the middle are unnecessarily chokey. The center point of the high ground is narrow anyway. I would in fact extend those ramps into 4ramps, towards the tower barrier. They will really only provide a larger entrance into the funnel that is the middle high ground.


None of the high ground pods are pathable. Noted on the centre path
Retired Mapmaker™
a176
Profile Blog Joined August 2009
Canada6688 Posts
September 07 2012 15:25 GMT
#51
On September 07 2012 17:00 Aunvilgod wrote:
He could just delete these highgrounds. Then he would have more than enough space. Pushing 8/2 out makes the map too passive imo. Rather have everything closer together so games will be more action-packed.


no he is right, the map is intentionally miniature for wip. just wanted to get the general shape down. was actually waiting for all the comments regarding the backdoor halfbase :p
starleague forever
a176
Profile Blog Joined August 2009
Canada6688 Posts
September 08 2012 03:11 GMT
#52
On September 07 2012 12:26 a176 wrote:
+ Show Spoiler +

[image loading]

temp textures, i hope you guys can make it out

only unique feature is inbase third with 6m1hy and ramp leading into it rocked by 3 stacked rocks


ah ... watching a map evolve


[image loading]
starleague forever
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 08 2012 03:33 GMT
#53
I like! Let me draw some suggestions. (Do you have a plan for the grey love handles on either side?)
Comprehensive strategic intention: DNE
a176
Profile Blog Joined August 2009
Canada6688 Posts
September 08 2012 03:50 GMT
#54
the remaining 2 expos are going to go somewhere there. might need another set of ramps too
starleague forever
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2012-09-08 05:56:12
September 08 2012 05:53 GMT
#55
Okay sorry, got distracted by burgers and sweet potato fries. yum.

The middle is a little too chokey, I adjusted that by moving the side ramps back and enlarging them (3 or 4, not 2 wide). I moved the ramp to the yet-to-be-added bases to make a longer ground path. I moved the watch towers to a new location so that they can't be used to assault the center base from the low ground. (This is up for debate, eh.)

[image loading]

You'll note that the new tower config kind of allows for two very different splits, one where you don't break your rocks and go clockwise, the other where you wall the natural and break your rocks and go up the side from the center. Which if it works is really cool right?

What cliffs are those btw? I might want to use them for my map. ;D

Are the rocks still triple stacked?
Comprehensive strategic intention: DNE
Nogan
Profile Joined September 2012
United States8 Posts
Last Edited: 2012-09-08 07:07:09
September 08 2012 07:06 GMT
#56
I hope this is formated correctly. I wasn't sure if images were automatically resized or not.
+ Show Spoiler +

Light Everlasting
Playable Bounds: 160x144

Overhead

Angled


First post, first (completed) map. This is mostly finished, but I can't make any topics yet and I'm not quite sure how the incredibly open expansion + backdoor would play out. I know Terran and Protoss rely on having a somewhat secluded natural to open acceptably greedy, so I'm not sure if it's worth trying to alter this map or if it's fine as is. It also has a deceptively short rush distance despite being particularly large. I didn't know where to include any Xel Naga towers, so I left them out.

EDIT: Drat, it didn't resize.
I'll show you who's boss of this gym.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 08 2012 07:27 GMT
#57
On September 08 2012 16:06 Nogan wrote:
I hope this is formated correctly. I wasn't sure if images were automatically resized or not.
+ Show Spoiler +

Light Everlasting
Playable Bounds: 160x144

Overhead

Angled


First post, first (completed) map. This is mostly finished, but I can't make any topics yet and I'm not quite sure how the incredibly open expansion + backdoor would play out. I know Terran and Protoss rely on having a somewhat secluded natural to open acceptably greedy, so I'm not sure if it's worth trying to alter this map or if it's fine as is. It also has a deceptively short rush distance despite being particularly large. I didn't know where to include any Xel Naga towers, so I left them out.

EDIT: Drat, it didn't resize.


Easiest way to quickly include pictures is to use the "upload image" link which sends it to imgur and spits out a BBC code link for you automatically.

Here's some changes you could make to adjust the vulnerability of the natural, and to adjust the openness on a map that consists of a lot of narrow bending pathways.

[image loading]

This is a really neat map, nice work. I would love to play it.
Comprehensive strategic intention: DNE
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
September 08 2012 08:44 GMT
#58
@a176 Isn't the backdoor to frontdoor about 3 times faster for the attacker than the defender?

@Nogan Isn't the entire main mineral line siegable by tanks on the low ground?
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2012-09-08 10:53:08
September 08 2012 09:25 GMT
#59
I made this

[image loading]

Then Sam made me do this (heavily influenced me by painting on the overview, although it came up a bit different from what he imagined. It didnt look like CK on his paintings )

+ Show Spoiler +
[image loading]


because he didnt think the middle in my map would work. I need more analysis (on the first concept) and see if theres something there to keep or not.

The core concept, apart from the kidna generic but solid main-nat-third, is about the forward 4th being possible to take and hold in some matchups, partly beacuse of the distance to the opponent bases being ok, and partly beacuse the shrotest attack path being risky through the middle. Being a wide map, the towers help defensive scouting. I picture early game being about attacking through the middle while mostly only scouting the flanks, then switches to atticking through the wider attack paths, defending at the high ground ramps / chokes or the open ground respectively. What makes the map special, is that you in the mid-late game could attack through the narrow middle in the right moments, but always with some risk involved.

The map is 152x156 and nat-to-nat is somwhere around 150ish between the mineral lines, but obviously shorter between the nat ramps.

Im aware that the distance between your own bases needs some tweaking (third should be a bit more open to harrass, CW 4th should be closer and cw 5th closer still). A ccw half-base 4th along with the forward 4th being a hals base is an idea Im fond of and will look into keeping. In a big map like this, 7 bases per player is better than 6, while the resources stays the pretty much the same.
http://mentalbalans.se/aggedesign
Aunvilgod
Profile Joined December 2011
2653 Posts
September 08 2012 11:53 GMT
#60
On September 08 2012 18:25 Meltage wrote:
+ Show Spoiler +
[image loading]


I don´t think even terran would like to take that middle 4th. But as CK showed us you can never know. To me it seems like expanding horizontally would be much smarter, at least for Zerg and Protoss. You avoid half bases and are further away from your opponent which seems to be of underestimated importance.
I think you should remove the center base and instead make the outer half base a full base.
If this destroys the concept of the map you will have to find another solution...
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
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