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Work In Progress Melee Maps - Page 34

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
PROPrototype
Profile Blog Joined January 2013
Canada36 Posts
Last Edited: 2013-01-09 17:19:59
January 09 2013 17:18 GMT
#661
Dear Readers of the Work In Progress Melee Maps forum page on www.teamliquid.net,

I have a problem with my custom map, its a 2v2 team w/ fortresses, my ally spawns beside the enemy and the enemy spawns beside me. so each team has 1 player in each fortress, in ffa, its about who is faster, so its interesting there. It's sorta imbalanced but balanced. The mains are WAY too large, I'll fix that a bit... If you guys could help with getting the teams properly assaigned, that'd be great...

As for current stratagy,

The natural is rich... encourging early expansion... for now I say to use siege to defend, and air to attack if you manage to survive and eliminate the enemy in your fortress. its biased at terran, but protoss and zerg imo are first to attack in early game, proper defense as terran is quite an asset.

Thanks for the assistance,

Your friendly neighboorhood,

PROPro.

PS: Sorry but I dont have the images required at the moment as I'm at school.
the PRO is eequivelant to the cake!
Gfire
Profile Joined March 2011
United States1699 Posts
January 09 2013 17:38 GMT
#662
Are you asking for help getting the restricted spawns working?

If you want to restrict the spawns, I think the best way to figure it out would be to open up another 2v2 map and have a look at the basic and advanced team settings. You just need to replicate that. You can change the way the spawns are set up to whatever you want from there. I think it's pretty straight-forward.
all's fair in love and melodies
moskonia
Profile Joined January 2011
Israel1448 Posts
January 09 2013 22:39 GMT
#663
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 think this idea should be tested to see if it works, but I don't think its good to use for all / most expansions, the nat is good, and maybe put them where you normally put gold bases, since they require a bigger investment but yield higher result than standard bases, so you will need to defend them more, but unlike gold bases you get rewarded to have many workers. Overall while this seems cool, I don't think its something insanely good since as you said these expansions take a lot of room and it has really nothing to do with FRB since it does not require you to have more bases, only more town halls.
PROPrototype
Profile Blog Joined January 2013
Canada36 Posts
January 09 2013 23:10 GMT
#664
On January 10 2013 02:38 Gfire wrote:
Are you asking for help getting the restricted spawns working?

If you want to restrict the spawns, I think the best way to figure it out would be to open up another 2v2 map and have a look at the basic and advanced team settings. You just need to replicate that. You can change the way the spawns are set up to whatever you want from there. I think it's pretty straight-forward.

Ah, thanks, I,ll try it. want to 1v1 on it if it works? from, PROPro!!!
the PRO is eequivelant to the cake!
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2013-01-10 01:35:45
January 10 2013 01:35 GMT
#665
On January 10 2013 07:39 moskonia wrote:
I think this idea should be tested to see if it works, but I don't think its good to use for all / most expansions, the nat is good, and maybe put them where you normally put gold bases, since they require a bigger investment but yield higher result than standard bases, so you will need to defend them more, but unlike gold bases you get rewarded to have many workers. Overall while this seems cool, I don't think its something insanely good since as you said these expansions take a lot of room and it has really nothing to do with FRB since it does not require you to have more bases, only more town halls.


Yeah I've shelved the idea for the moment, there's a lot of implementation problems with it (have to micro the workers a lot, bases take a lot of room, etc.). But I think the core concept is really good, so I'll keep it in the back of my mind and maybe come up with a better version later.
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
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
January 11 2013 01:25 GMT
#666
The_Templar and Fatam, you guys both have some really cool concepts. Just saying...

Templar I really like the different main/nat configuration but feel that the additional bases could use some work.

Fatam I agree that it might be interesting to see perhaps a natural expo with that style and then perhaps normal additional bases. Could be kinda like, a more interesting version of calm before the storm.
~ ~ <°)))><~ ~ ~
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
January 11 2013 03:27 GMT
#667
Templar I really like the different main/nat configuration but feel that the additional bases could use some work.

I'm wide open to suggestions
Moderatorshe/her
TL+ Member
Duvon
Profile Joined October 2011
Sweden2360 Posts
January 11 2013 12:11 GMT
#668
On January 11 2013 12:27 The_Templar wrote:
Show nested quote +
Templar I really like the different main/nat configuration but feel that the additional bases could use some work.

I'm wide open to suggestions


In the big open space, but quite near the 12/6, some (3-4) pot holes about 2 FFs from the edge? encourage micro, and make base more defensible as 5th.
Possibly draw in the inner 5/11 bases a little.
Make a bigger ramp near those bases to lower ground, and make the northernmost/southermost path to the back expansion relative high ground.
hmm
Nothing is impossible, only some things for some people.
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
Last Edited: 2013-01-14 00:56:44
January 14 2013 00:56 GMT
#669
Two things I'm working on:

[image loading]

(all spawns enabled, fuck the police, even close by backdoor rocks)

[image loading]

WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
eTcetRa
Profile Joined November 2010
Australia822 Posts
January 14 2013 10:32 GMT
#670
[image loading]

Early WIP. 152x124 - working on reducing the horizontal bounds by about 10 or so.
Retired Mapmaker™
Fatam
Profile Joined June 2012
1986 Posts
January 14 2013 22:30 GMT
#671
a FFE'ing protoss' wet dream (cannon(s) and sentries for FFE can more or less cover both entrances). Pretty interesting though, I guess it's essentially just a free natural but I like things that blur the line between what is the main and what is the natural. Normal mains get so boring.
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 15 2013 11:24 GMT
#672
[image loading]

Got bored 30 minutes before going out, no special texture-work or doodads (except to show cliffs & high yield gas).

140x112.

2 towers.
3 rocks.
12 bases (2 half).
Retired Mapmaker™
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
January 15 2013 12:11 GMT
#673
On January 15 2013 07:30 Fatam wrote:
a FFE'ing protoss' wet dream (cannon(s) and sentries for FFE can more or less cover both entrances). Pretty interesting though, I guess it's essentially just a free natural but I like things that blur the line between what is the main and what is the natural. Normal mains get so boring.

How is it a FFE'ing protoss' wet dream? You get a natural which you can cover with one 1 FF ramp and 1 2 FF ramp. Surely Ohana is better where you get only one 2 FF ramp?
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Fatam
Profile Joined June 2012
1986 Posts
January 15 2013 14:25 GMT
#674
I don't understand your argument. Maybe you saw wrong and need to enlarge the pic.

1 FF ramp w/ slightly closer rock backdoor (the concept map) vs. 2 FF ramp w/ slightly farther away rock backdoor (Ohana)

I think most people would agree that closer together ramps and a narrower choke = easier to defend for protoss
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
Last Edited: 2013-01-16 10:46:26
January 16 2013 04:25 GMT
#675
It is definately a FE wet dream, blocked like a normal main ramp unless the enemy breaks down rocks. If I were to leave it like that I'd link the rocks so if one set is broken then both are.

Edit: Update.

[image loading]

Still not quite sure what to do with the middle or towers. Aesthetics nowhere near complete, either.
Retired Mapmaker™
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
January 16 2013 10:48 GMT
#676
Well, if the rocks are down it's harder to defend than most naturals I guess, with rocks it's easier yeah.

[image loading]

- Cross only of course
- the rocks are not destructible but untargetable, they however expire after a set amount of time.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2013-01-17 03:56:31
January 17 2013 01:08 GMT
#677
I think a backdoor that's invincible but eventually goes away is pretty great, it achieves some of the effects later in the game that everyone wants when they make a main backdoor, without the map being an early aggression fest. (although the rush distance looks big enough here that that might not be an issue anyway)

invincible time-lapsed rocks in general is a cool idea, has anyone done this before? I know arkanoid has rocks that die by a certain time, but you can also kill them yourself before then.

A global sound that plays when the rocks all get removed might be a nice touch, just in case the player's screen isn't near enough to one of the rocks to hear the rock-death sound at the 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
Fatam
Profile Joined June 2012
1986 Posts
January 17 2013 01:15 GMT
#678
On January 16 2013 13:25 eTcetRa wrote:
+ Show Spoiler +
[image loading]


Still not quite sure what to do with the middle or towers. Aesthetics nowhere near complete, either.


Looks pretty cool, I would probably do the towers-die-after-7-min-mark thing that GSL is doing w/ their akilon edit, or just no towers. Mid and lategame this map is pretty center-centric (lol) that I don't think towers are needed then.
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
Coppermantis
Profile Joined June 2012
United States845 Posts
Last Edited: 2013-01-17 03:44:09
January 17 2013 03:36 GMT
#679
So Adun's Overlook is pretty much as good as it's going to get I think. I've scrapped the Twilight Refinery concept and put Glacier Park aside for later.

In the mean time, I've made this.

+ Show Spoiler +
[image loading]

148x148


The central platforms with the watch towers provide a staging point from which to attack and fall back to if a retreat is necessary. Stationing tanks there provides a decent amount of map control along the middle, but an army here can still be bypassed by moving along the 12/3/6/9 o'clock high ground routes. The natural is pretty vulnerable to siege weapons which is something that I'm looking into but once you have a third that should become less of an immediate problem.

It's aesthetically WIP of course (also the water looks awful from this far out, it's much better looking in the actual game.) Is it frowned upon to use water in this manner? Non-ladder Ohana did it so I guess not, and I like the look of it. Ultimately I'm going for a look sort of like the flooded district from Dishonored.
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2013-01-17 03:43:05
January 17 2013 03:41 GMT
#680
On January 16 2013 13:25 eTcetRa wrote:
It is definately a FE wet dream, blocked like a normal main ramp unless the enemy breaks down rocks. If I were to leave it like that I'd link the rocks so if one set is broken then both are.

Edit: Update.

[image loading]

Still not quite sure what to do with the middle or towers. Aesthetics nowhere near complete, either.


like very much

i think you should remove the rocks from the middle and open it up
no need to over-complicate it
starleague forever
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