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Work In Progress Melee Maps - Page 33

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
Coppermantis
Profile Joined June 2012
United States845 Posts
December 31 2012 05:08 GMT
#641
Three designs that I've been working on. I probably shouldn't have gone so far on the aesthetics on the first and third considering that all of them are very WIP and subject to drastic change.

In any case, here they are.

Adun's Overlook
+ Show Spoiler +
[image loading]


Twilight Refinery
+ Show Spoiler +
[image loading]


Glacier Park Central
+ Show Spoiler +
[image loading]




Notes:

1. My primary concerns are the OMGWTFBIG size and the large number of bases around the center. The inbase natural is a 6m1hyg base.

2. Nothing really interesting here.

3. There are Healing Wells in the mains and on islands in the center.
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-12-31 07:56:42
December 31 2012 07:53 GMT
#642
[image loading]

Just a template I came up with tonight while relaxing. Probably has some issues but it's a super rough draft

- Super standard main/nat/third distances even though those bases are a bit different in other regards.

- Zerg will take the super wide-open base as a 4th, PvZ/TvZ you can break the rocks on your 3rd backdoor down and take the chokey 2/8 oclock bases as a 4th. There's a highground harass spot to worry about there, because I felt that chokey of a base seemed too good otherwise.

(trust me those mains aren't as small as they appear, they are a little on the small side but well within acceptable range)
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
eTcetRa
Profile Joined November 2010
Australia822 Posts
January 01 2013 14:06 GMT
#643
Hey there! Rather than working on some of my new concept maps I thought I would refine my latest map Kurald Emurlahn.

Here's the idea for the new version of Kurald Emurlahn, which I released a few weeks ago. The idea is to reduce the bounds and rush distances while retaining the structure of the map.

Some structural changes for the map include:
- Back-door to main removed.
- Some high ground overlooking the area in-front of the natural was removed.
- Area in-front of natural opened up slightly
- The distance between the natural and the low-ground third increased slightly.
- High-ground area made smaller.
- Bounds would roughly be 148x148 from 158x158.

[image loading]
Retired Mapmaker™
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
January 01 2013 19:29 GMT
#644
It always appears a smile in my face when i see all of those happy faces.

@etcetrea i would worry for the wide open area between the naturals and the third bases since from here it seems a really wide area, maybe you could do a small bridge between the side of the natural and a side of the 3rd base that way toss can defend his 3rd more easely without getting surrounded
+ Show Spoiler +
[image loading]


@Fatam it looks really nice, but i would add a (really small) highground bridge between the forthified forth base and the main, that way reapers can go inside the main base and harass, i would add some sight blockers too in the lower and upper bases that way harass to those bases becomes easier and turtling harder, i would too add building blockers to the paths that lead to the 5 and 11 bases, that way they can't be walled off with easy.
I would change that center path that has the xel'naga to a double bridge (as you can see in my map in a previous post), and remove that xel'naga and place two destructible xel'nagas that can only see at the same level at a side of these highground plateaus that have the third bases.
I have never liked these paths that have a xel'naga in the middle, but im not sure why tho these paths just give a bad feeling
+ Show Spoiler +
[image loading]


@Coppermantis well i'll do my best.

In Adun's Overlook i would make the 3base easier, since right now it's really freaking hard for toss to hold it and since the "natural" base is just a 6m 1g that just isn't enough income for toss to do a "proper" inmortal sentry all in, so what i would do is rework the area of the main-natural-third, i like the 4 base in the highground but in his current form it's just not holdable since the ramps leading to her are very small for a 4th base, and therebefore the defending army would be at a disadvantaje, in the case of the lowground 4th bases i would remove the rocks since these bases are hard enough already for being in the middle of the map and for being sigeable, other thing would be the xel'nagas, i can see your line of thought clearly here, but idk if that would work for other thing that drop spotters since atm i see as the center of the map as a place where the armies would clash instead of trying to do a propper flank (this is even harder to do since the ramps at the highground 4th bases are small and armies can¡t pass easelly), i you want to reduce space i suggest you to change the normal gases for rich geysers since the rich geysers gives you the same gas income as 2 normal ones, for the xel'nagas i would extend that highground into the center of the map and place two cardinal ramps in the same way that you see on tal'darim altar.

Twilight Refinery is metropolis e^10000, the 3rd, 4th and 5th are so exteremelly easy that i feel toss could just do a wall on the lowground outside the third and macro up in a disgusting fashion, what i would do is to redesign these bases and wide it up by alot.

Glacier Park is not a bad map, i suggest you to move the third base that's on the same level as the natural closer and put the healing pool somewhere near the rocks in the natural, that way when toss is defending zerg it can heal his units without having to move all the way up to the main base, in another thing i would add more scrappers of these new hots ones and some of these new buildings that seems like houses.

And finally there's a cliff that's in need of rework @Meltage right + Show Spoiler [here] +
[image loading]
It seems like a good map, i wish i knew more about XvX maps :/

srry if you guys got blinded by my horrid english but practice makes the master!
@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.
eTcetRa
Profile Joined November 2010
Australia822 Posts
Last Edited: 2013-01-02 10:26:58
January 02 2013 10:26 GMT
#645
Here is how the changes have panned out so far. Bounds are currently 146x146. Thanks for the feedback on the path between the natural and third, I didn't want to make it too easy but I didn't want to make it too difficult, either.

[image loading]

Obviously texturing is very patchwork right now.
Retired Mapmaker™
Coppermantis
Profile Joined June 2012
United States845 Posts
January 03 2013 00:03 GMT
#646
[image loading]

I made the thirds high-ground which should address some defensability issues. Additionally, the fourth ramps have been widened to allow for greater accessibility

Rocks have been removed as well and XWTs added near the pillars around the center. This should address most of the problems that Uvantak brought up.
Gfire
Profile Joined March 2011
United States1699 Posts
Last Edited: 2013-01-04 23:20:23
January 04 2013 23:03 GMT
#647
On January 03 2013 09:03 Coppermantis wrote:
+ Show Spoiler +
[image loading]


I made the thirds high-ground which should address some defensability issues. Additionally, the fourth ramps have been widened to allow for greater accessibility

Rocks have been removed as well and XWTs added near the pillars around the center. This should address most of the problems that Uvantak brought up.

I think I would move the wide ramp to the third a bit closer to the main ramp so you can create a choke between the far side of it and the small pit there. You could also create a slightly more defined choke on the other side of the pit (a bit tighter in one spot but open on at least the defender's side to allow an arc.

To have 20 bases but 8 of them in the middle is kinda weird to me... but worth trying I guess.

--

Here's the one I posted before with some changes: http://i.imgur.com/hpCTa.jpg

128*144

Some textures done, what do you think? Layout-wise, I'm not sure exactly how much has changed since I posted it here before... I got rid of the watchtowers and worked on some of the pathing and proportions.

Edit: Nvm, I found the old pic and it looks the same. I guess I had posted it right after making those changes.
all's fair in love and melodies
Drake Merrwin
Profile Joined July 2012
Canada130 Posts
Last Edited: 2013-01-05 01:59:26
January 05 2013 01:54 GMT
#648
Update on Blast Pit.

Back door minerals reduced to 500 minerals a pop.

2 gasses from neutral base moved to block the choke.
Things to note:
- The space between the gasses is equal to 1 block but only when one isn't taken.
- Because of this placement you now need a minimum of 3 townhalls to efficiently mine that area.

I need your feed back on this paticularly. The main reason I changed it is because of mech. Keep in mind hellions can slip through the gas.

Overview:+ Show Spoiler +
[image loading]

Choke:+ Show Spoiler +
[image loading]

Pathing:+ Show Spoiler +
[image loading]
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2013-01-06 04:26:16
January 06 2013 03:54 GMT
#649
[image loading]

This is one of the ideas I had for a FRB-esque concept.

When you expand (your starting base is still standard) you can either get 8m1g or 4m2g, with the option to inefficiently mine the extra resources from the position you didn't choose, or you can put an extra town hall in that position (most likely to be done by Terrans who build extra orbitals or Zergs with macro hatches) to mine them efficiently. For now I made the far geyser have 3438 vespene to make the mineral/gas ratio equal.. although I'm not sure that's necessary.

Example -
+ Show Spoiler +
[image loading]
or
[image loading]


You have MORE resources per expo, but you mine LESS resources (efficiently) with just 1 town hall. While you can mine the other part of the base efficiently by creating an extra town hall at the other position, it is more cost-effective to expand to another base.. basically the idea is to do what FRB was trying to do without the negative side effects it had.

The effects:
- If you're over max saturation for your bases but can't safely expand, your workers aren't just wasted.
- Therefore, base snipes aren't as powerful (such as in ZvZ) or devastating.
- Makes the decision of whether to expand or not a lot more interesting. Currently in SC2, it is either a) expand or b) don't expand. With this expansion setup, it is a) expand b) semi-expand to the other part of the expansion c) don't expand but keep making workers and mine inefficiently from the other part of the expansion until you can expand d) don't expand
- When you DO decide to expand, there is an extra choice - do you want to favor gas or minerals? In the current WOL meta Zerg and Protoss would usually choose gas and Terran minerals, but I can see situations in the future where it wouldn't be so clear.

I "zig-zagged" the facing of the mineral-favored position and gas-favored position from base to base. Nat has the gas position closer to the ground entrance, third has the mineral position closer.
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
January 06 2013 04:16 GMT
#650
On January 05 2013 10:54 Drake Merrwin wrote:
Update on Blast Pit.

Back door minerals reduced to 500 minerals a pop.

2 gasses from neutral base moved to block the choke.
Things to note:
- The space between the gasses is equal to 1 block but only when one isn't taken.
- Because of this placement you now need a minimum of 3 townhalls to efficiently mine that area.

I need your feed back on this paticularly. The main reason I changed it is because of mech. Keep in mind hellions can slip through the gas.

Overview:+ Show Spoiler +
[image loading]

Choke:+ Show Spoiler +
[image loading]

Pathing:+ Show Spoiler +
[image loading]


This is so interesting. I do feel like the 3rd should somehow be further away, even if it threw off the symmetry. I think if people use the cool features of the map it could play out crazily, but I think a lot of games might just end up being easy 3 base vs. easy 3 base, with 1 big fight in the middle or at someone's frontdoor to decide it.
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
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
January 06 2013 04:42 GMT
#651
I like that idea Fatam, although possibly the design of the actual map could change (the long chokes feel yucky)
Moderatorshe/her
TL+ Member
Drake Merrwin
Profile Joined July 2012
Canada130 Posts
Last Edited: 2013-01-06 05:03:19
January 06 2013 05:00 GMT
#652
On January 06 2013 13:16 Fatam wrote:
Show nested quote +
On January 05 2013 10:54 Drake Merrwin wrote:
Update on Blast Pit.

Back door minerals reduced to 500 minerals a pop.

2 gasses from neutral base moved to block the choke.
Things to note:
- The space between the gasses is equal to 1 block but only when one isn't taken.
- Because of this placement you now need a minimum of 3 townhalls to efficiently mine that area.

I need your feed back on this paticularly. The main reason I changed it is because of mech. Keep in mind hellions can slip through the gas.

Overview:+ Show Spoiler +
[image loading]

Choke:+ Show Spoiler +
[image loading]

Pathing:+ Show Spoiler +
[image loading]


This is so interesting. I do feel like the 3rd should somehow be further away, even if it threw off the symmetry. I think if people use the cool features of the map it could play out crazily, but I think a lot of games might just end up being easy 3 base vs. easy 3 base, with 1 big fight in the middle or at someone's frontdoor to decide it.


That happens all the time anyway however, on this map, it's obviously worse. I don't know how to change that without fucking up everything. I'm thinking of making the back door have rocks, having a hole(s) in the minerals ether blocked by rocks or rock at the ramp leading into the main, for counter attacks. But to do that the map will have 8 (!!!!!!!!holy shit 8 rocks!!!!!!!!!!!!) rocks! MORE with the rocks dividing the nat and third.

I do have something in mind that seems promising. Most people want to make earlier bases worse by cutting a mineral patch or gas. That fucks up timings and pros, being the giant pussies that they are, will not play them. However, how about making the minerals and gas mine out faster? right now each gas has 2500 a pop and each mineral patch has 2500 a pop. How about dropping that to 1500? 2000? 1750? Thoughts?
Drake Merrwin
Profile Joined July 2012
Canada130 Posts
Last Edited: 2013-01-06 07:49:15
January 06 2013 07:36 GMT
#653
On January 06 2013 12:54 Fatam wrote:
[image loading]

This is one of the ideas I had for a FRB-esque concept.

When you expand (your starting base is still standard) you can either get 8m1g or 4m2g, with the option to inefficiently mine the extra resources from the position you didn't choose, or you can put an extra town hall in that position (most likely to be done by Terrans who build extra orbitals or Zergs with macro hatches) to mine them efficiently. For now I made the far geyser have 3438 vespene to make the mineral/gas ratio equal.. although I'm not sure that's necessary.

Example -
+ Show Spoiler +
[image loading]
or
[image loading]


You have MORE resources per expo, but you mine LESS resources (efficiently) with just 1 town hall. While you can mine the other part of the base efficiently by creating an extra town hall at the other position, it is more cost-effective to expand to another base.. basically the idea is to do what FRB was trying to do without the negative side effects it had.

The effects:
- If you're over max saturation for your bases but can't safely expand, your workers aren't just wasted.
- Therefore, base snipes aren't as powerful (such as in ZvZ) or devastating.
- Makes the decision of whether to expand or not a lot more interesting. Currently in SC2, it is either a) expand or b) don't expand. With this expansion setup, it is a) expand b) semi-expand to the other part of the expansion c) don't expand but keep making workers and mine inefficiently from the other part of the expansion until you can expand d) don't expand
- When you DO decide to expand, there is an extra choice - do you want to favor gas or minerals? In the current WOL meta Zerg and Protoss would usually choose gas and Terran minerals, but I can see situations in the future where it wouldn't be so clear.

I "zig-zagged" the facing of the mineral-favored position and gas-favored position from base to base. Nat has the gas position closer to the ground entrance, third has the mineral position closer.


I like this design because it's one of those things where to me it seems bad for many reasons but I can't be certain without testing. Also, it's fucking cool. =D I definitely wanna see some games on this map to see.

One small thing, the neutral supply depot is ment to make blocking the ramp take 4 building not 2(for terran) or 3 (for toss). Yours doesn't do that. The kespa map, Planet S, has the same problem. I'm just waiting for someone to abuse that. =D

PS: Oops double post. =(

PSS: You know how workers will move to another mineral patch if the current is occupied? I think you see where I'm going with this. Players will have to micro there workers harder than ass(look it's 3 in the morning i'm tired I can't think of a metaphor). I to block a cannon rush spot on my map with a mineral field that was close to the mineral line and that didn't work. I wonder if that will happen on your map.

PSSS: i'm tired. Night. :/
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2013-01-06 21:31:30
January 06 2013 21:30 GMT
#654
You know how workers will move to another mineral patch if the current is occupied? I think you see where I'm going with this. Players will have to micro there workers harder than ass


Yeah that could be annoying. I could rotate the 3 minerals + geyser part of the expansion 30-40 degrees and that would take care of it. Workers won't try to mine patches that are more than ~3 squares away from the ones they're on.

I like that idea Fatam, although possibly the design of the actual map could change (the long chokes feel yucky)


It's probably not the greatest map design. It's a little harder than usual to make a decent design when you have bigger expansions because they take up so much room. I'll work on it
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
Last Edited: 2013-01-06 23:14:23
January 06 2013 23:06 GMT
#655
The number in the editor related to scan distance for other patches is 10 I think. Not sure exactly how it's measured but I think it's 10 squares from where they're standing. This get's you from one end of a mineral line to the other in one scan.

It would be nice if main buildings were 4x4 though.

Edit: I'm not sure, in the harvest ability there's a value called "acquire radius" which is 10, but in the resource behavior there's a value called "enabled search radius" which is 5. Maybe the 5 is the maximum so it overwrites the 10? Or maybe they affect different things, idk.
all's fair in love and melodies
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2013-01-07 02:30:23
January 07 2013 00:47 GMT
#656
.
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
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
January 07 2013 01:43 GMT
#657
Got bored..
[image loading]

Nexii indicate starting locations.
Moderatorshe/her
TL+ Member
Drake Merrwin
Profile Joined July 2012
Canada130 Posts
January 07 2013 03:03 GMT
#658
Got bored so I made a sick map. ROFL. I'm actually srs. Sick.
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2013-01-08 05:55:56
January 08 2013 05:54 GMT
#659
Yeah I like it. I think getting beyond 3 bases would be pretty tricky because you have to bounce between your 3rd (which is already pretty open) and 4th (pretty far away from the 3rd) AND your 4th is harassable from the lowground, and I think the CS might be strong here .. but still, pretty cool.
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
Drake Merrwin
Profile Joined July 2012
Canada130 Posts
January 09 2013 00:09 GMT
#660
You can just take a the more forward Neutral base. Maybe making it bigger so that you can fit in some chokes to the neutral bases?
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2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
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