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Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin |
(4) Rimfrost
Published on EU as Rimfrost (WoL) and Rimfrosty (HotS beta)
![[image loading]](http://i.imgur.com/n3EJz.jpg)
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.
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On December 17 2012 23:01 Meltage wrote:(4) RimfrostPublished on EU (WoL) ![[image loading]](http://i.imgur.com/n3EJz.jpg) 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?
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A cool feature could be LOS blockers to the inbase expansion (assuming it's the 3/9 pos), simulating another tier of cliff.
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Some final adjustments and asthetics make-over:
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![[image loading]](http://i.imgur.com/PLzZC.jpg)
Overview: + Show Spoiler +
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.
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On December 17 2012 23:01 Meltage wrote:(4) RimfrostPublished on EU (WoL) + Show Spoiler +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.
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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]](http://i.imgur.com/X8mZn.jpg)
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Rimfrost is now published in HoTS beta as Rimfrosty 
EDIT: published by a friend. Prob not fully functional .. hmm ><
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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]](http://i.imgur.com/X8mZn.jpg) Close spawns will never work. I think the texturing as is kinda hinders comprehension as well. Hard to see what stuff is.
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+ 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]](http://i.imgur.com/X8mZn.jpg) 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.
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main mineral lines are.. siegable. does..not..compute
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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
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Here's something I'm trying. Any thoughts?
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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?
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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.
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Maybe the corridor should have rock towers on both sides so that it can really be narrowed with enough time.
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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 + 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 +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 +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
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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 +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 +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 +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.
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something that huge might be fun for 2v2 or 4 player FFA, though :-P
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@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]](http://i.imgur.com/gLYXN.jpg)
+ Show Spoiler +
Probably already some of you guys have thought of this already, but this idea at least for me it seem really interesting.
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