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Work In Progress Melee Maps - Page 30

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 28 29 30 31 32 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2012-12-18 14:11:20
December 17 2012 14:01 GMT
#581
(4) Rimfrost

Published on EU as Rimfrost (WoL) and Rimfrosty (HotS beta)

[image loading]

My first 2v2 map, really.

I'll prob remove the rocks and the fortress should prob have wider ramps. The map is 160x174. I think the size justifies 3 towers, as two of them are right next to your CC/HAtch/Nexus in the 6th.
http://mentalbalans.se/aggedesign
lorestarcraft
Profile Joined April 2011
United States1049 Posts
December 17 2012 16:53 GMT
#582
On December 17 2012 23:01 Meltage wrote:
(4) Rimfrost

Published on EU (WoL)

[image loading]

My first 2v2 map, really.

I'll prob remove the rocks and the fortress should prob have wider ramps. The map is 160x174. I think the size justifies 3 towers, as two of them are right next to your CC/HAtch/Nexus in the 6th.


Nope, I like the small ramps. It's team games, so, why not?
SC2 Mapmaker
Duvon
Profile Joined October 2011
Sweden2360 Posts
December 17 2012 17:10 GMT
#583
A cool feature could be LOS blockers to the inbase expansion (assuming it's the 3/9 pos), simulating another tier of cliff.
Nothing is impossible, only some things for some people.
lorestarcraft
Profile Joined April 2011
United States1049 Posts
December 17 2012 18:16 GMT
#584
Some final adjustments and asthetics make-over:
[image loading]
SC2 Mapmaker
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-12-17 18:22:17
December 17 2012 18:19 GMT
#585
[image loading]

Overview:
+ Show Spoiler +
[image loading]


Description/Thoughts:
+ Show Spoiler +
A template I cooked up over the last few hours. Got inspired after taking a little break from things.
I feel good about the first 3-4 bases.. while the 5th/6th bases might work, or might not. I made the 5th/6th a bit of a choice, you can go for the highground safer 3/4 base, or the lowground, harassable, further away 8m2g.

You have a choice for your 3rd:
a) the one that is well-guarded by land but can be harassed from the lowground due to the XNT right there. (At the same time, you can harass the XNT from the highground that overlooks it)
b) the one that is more open. The appeal of this expansion is you have a nice linear expansion pattern instead of a zig-zag, and you still have the "inner" base for later, which is nice. And zerg will of course like it better since it's nice and open and a closer walk distance from the nat.

You pretty much have to kill 2 sets of rocks to get into your opponent's backdoor. You can try to bypass the first set of rocks, but the only way to do that is to go through a 1 FF choke right next to your opponent's main ramp.

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
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-12-17 18:25:19
December 17 2012 18:25 GMT
#586
On December 17 2012 23:01 Meltage wrote:
(4) Rimfrost

Published on EU (WoL)

+ Show Spoiler +
[image loading]


My first 2v2 map, really.

I'll prob remove the rocks and the fortress should prob have wider ramps. The map is 160x174. I think the size justifies 3 towers, as two of them are right next to your CC/HAtch/Nexus in the 6th.


This is pretty cool. Keep the main ramps narrow because it's necessary for cheese/all-ins to not be so prevalent.
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
Aircooled
Profile Joined July 2012
United States79 Posts
December 17 2012 23:21 GMT
#587
My first real attempt at a 4p reflectional map. All spawn enabled atm but that can change. I'm pretty sure the current thirds don't work, but they might. I may end up just scrapping it altogether.
152x152
[image loading]

Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2012-12-17 23:39:24
December 17 2012 23:37 GMT
#588
Rimfrost is now published in HoTS beta as Rimfrosty

EDIT: published by a friend. Prob not fully functional .. hmm ><
http://mentalbalans.se/aggedesign
lorestarcraft
Profile Joined April 2011
United States1049 Posts
December 18 2012 00:18 GMT
#589
On December 18 2012 08:21 Aircooled wrote:
My first real attempt at a 4p reflectional map. All spawn enabled atm but that can change. I'm pretty sure the current thirds don't work, but they might. I may end up just scrapping it altogether.
152x152
[image loading]


Close spawns will never work. I think the texturing as is kinda hinders comprehension as well. Hard to see what stuff is.
SC2 Mapmaker
RFDaemoniac
Profile Joined September 2011
United States544 Posts
December 18 2012 03:23 GMT
#590
+ Show Spoiler +
On December 18 2012 09:18 lorestarcraft wrote:
Show nested quote +
On December 18 2012 08:21 Aircooled wrote:
My first real attempt at a 4p reflectional map. All spawn enabled atm but that can change. I'm pretty sure the current thirds don't work, but they might. I may end up just scrapping it altogether.
152x152
[image loading]


Close spawns will never work. I think the texturing as is kinda hinders comprehension as well. Hard to see what stuff is.



I do think that the close by air spawns are very interesting, with the land between them on which you can push/put turrets.
Fatam
Profile Joined June 2012
1986 Posts
December 18 2012 14:37 GMT
#591
main mineral lines are.. siegable. does..not..compute
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
Aircooled
Profile Joined July 2012
United States79 Posts
December 18 2012 14:40 GMT
#592
On December 18 2012 23:37 Fatam wrote:
main mineral lines are.. siegable. does..not..compute

haha yea I knew that was an issue, ill keep all this in mind, i'll probably just scrap it though
Gfire
Profile Joined March 2011
United States1699 Posts
December 20 2012 04:17 GMT
#593
Here's something I'm trying. Any thoughts?

[image loading]
all's fair in love and melodies
Fatam
Profile Joined June 2012
1986 Posts
December 20 2012 05:36 GMT
#594
Not sure I understand the point of the rocks. Are they there to allow you to slightly reduce the openness of the map (which might not do much considering how wide that corridor is even after they are taken down), or are they there as damage-dealing traps?
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
Gfire
Profile Joined March 2011
United States1699 Posts
December 20 2012 08:04 GMT
#595
I don't think you can really damage units with them unless you can root them in place somehow, as it tends to just push them out of the way. It's more like a (perhaps somewhat subtle) battlefield alteration opportunity. It's nothing too effective since it doesn't really close off any paths, but it's a tool the players can utilize.

These days everyone puts so much thought into everything and everything has to have a point: a very distinct and intentionally designed purpose. But I think giving the players tools that they can then figure out how to use, without any specific intentions, can be a good thing.
all's fair in love and melodies
Fatam
Profile Joined June 2012
1986 Posts
December 20 2012 17:35 GMT
#596
Maybe the corridor should have rock towers on both sides so that it can really be narrowed with enough time.
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
lil emo
Profile Blog Joined December 2012
France109 Posts
December 20 2012 18:45 GMT
#597
Hi, thank tl for this great custom map forum, thank you Samro225am for this thread.

Map: Plissken Drive published on EU (type pliss)
Topview:+ Show Spoiler +
[image loading]

Specs:
256x256 / 4 “traditional” starting locations with a “natural” for each / 24 bases / for 1v1, 1v1v1, 1v1v1v1 and 2v2

Features:+ Show Spoiler +
Center view:+ Show Spoiler +
[image loading]

This map is a blatant blizz grand theft, which i oversized to max size and themed after an urban guerrilla ; putting emphasis on a high degree of scouting and look outs required from players to survive its quirks.

All mains are drop-a-ble from 360°

10 “thirds”, 8 “mountain” expos (require a nydus, a drop or an op flying CC), 2 center gold expansions

Destructible rocks block a back door “bridge” between two mains (on both sides).
2 “default” destructible rocks to get to the “bridge”, so 4 total to cross from one main to another (others do not block passage per say).

Roads underline the accesses (at least, that is the idea) and pathways .. which is needed since these are filled with walls of line of sight blockers.

Two urban battlefields zones separate the east from the west.

A center peak and two "building mounts" (generating the “elevator effect”) allow higher vision and create “blind spots” that need to be monitored closely.
Closer view:+ Show Spoiler +
[image loading]


Buildings (doodads and units) are under way to give that urban feel we love in our fictitious depiction of our bleak future.


My humble ambition is to maximize on crazyness whilst retaining the affection of traditionalists... Yes, some would say it cannot be done.. therein lies the more enticing challenge, no?

glhf and thank you for peek and pok -ing at my map
never was so much owed by so many to so few (W Churchil)
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
December 20 2012 18:55 GMT
#598
On December 21 2012 03:45 lil emo wrote:
Hi, thank tl for this great custom map forum, thank you Samro225am for this thread.

Map: Plissken Drive published on EU (type pliss)
Topview:+ Show Spoiler +
[image loading]

Specs:
256x256 / 4 “traditional” starting locations with a “natural” for each / 24 bases / for 1v1, 1v1v1, 1v1v1v1 and 2v2

Features:+ Show Spoiler +
Center view:+ Show Spoiler +
[image loading]

This map is a blatant blizz grand theft, which i oversized to max size and themed after an urban guerrilla ; putting emphasis on a high degree of scouting and look outs required from players to survive its quirks.

All mains are drop-a-ble from 360°

10 “thirds”, 8 “mountain” expos (require a nydus, a drop or an op flying CC), 2 center gold expansions

Destructible rocks block a back door “bridge” between two mains (on both sides).
2 “default” destructible rocks to get to the “bridge”, so 4 total to cross from one main to another (others do not block passage per say).

Roads underline the accesses (at least, that is the idea) and pathways .. which is needed since these are filled with walls of line of sight blockers.

Two urban battlefields zones separate the east from the west.

A center peak and two "building mounts" (generating the “elevator effect”) allow higher vision and create “blind spots” that need to be monitored closely.
Closer view:+ Show Spoiler +
[image loading]


Buildings (doodads and units) are under way to give that urban feel we love in our fictitious depiction of our bleak future.


My humble ambition is to maximize on crazyness whilst retaining the affection of traditionalists... Yes, some would say it cannot be done.. therein lies the more enticing challenge, no?

glhf and thank you for peek and pok -ing at my map

The map size alone is a huge red flag for me.
Twitter: @iamcaustic
Fatam
Profile Joined June 2012
1986 Posts
December 20 2012 20:40 GMT
#599
something that huge might be fun for 2v2 or 4 player FFA, though :-P
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
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
December 20 2012 21:10 GMT
#600
@lil emo That map is really freaking HUUUUGE man, the max size of a standard map is something like ~160 and even that is slighly imbalanced in 1v1, but if you have planed this map for a FFA or XvX, it think it would work out

@GFire dunno man, sigeable naturals idk how that would work, even in such an open area and these rocks to generate choke points, and the rocks actually kill everything that's below them when they fall, they do around ~300 damage iirc, i like the fact that the map postulates the concep of the rocks to generate choke points, but im not too sure if this map precisely will work out.

Well and since im here already, i would like to discuss with you guys what you think of this map, i had this idea if one could surround the edges of the main base with los blockers the main could actually be placed on the low ground without the problem that warpgate and proxy pylons brings, so i created this concept map, maybe i did it wrong and the map will fail horribly but the idea behind this concept seems interesting and maybe even promising

[image loading]

+ Show Spoiler +

[image loading]

[image loading]



Probably already some of you guys have thought of this already, but this idea at least for me it seem really interesting.
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
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