Work In Progress Melee Maps - Page 37
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Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin | ||
iamcaustic
Canada1509 Posts
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SigmaFiE
United States333 Posts
On January 26 2013 09:13 iamcaustic wrote: That map seems pretty neat, Fatam. Does anyone know if collapsible rocks falling on resources erases them, or are they perfectly fine due to being invulnerable when structures/units usually take damage? Resources remain due to being invincible, and the collapsed rocks will disappear (last I checked but that was a few patches ago). | ||
SiskosGoatee
Albania1482 Posts
On January 26 2013 08:17 monitor wrote: Oh yeah, didn't see it was a half base.I disagree with the 3 base behind a single choke being bad sentiment. In general, you're probably right. But this is a specific design to make it work. The third base is 1g5m and its lowground with a 3x ramp. It's intended to be different than most maps. Turtling may be more viable than other maps but I hope not. If it is, I can just lower the mineral or gas count (like a super slow geyser!) so you have to expand quicker. I would honestly change the main connecting choke and get a more terminus like setup if you get what I mean, another issue with this setup is the immense time it takes to scout all 3 possible spawns. You have to travel that entire time through those 3 bases with your worker, and then back. | ||
TheFish7
United States2824 Posts
On January 26 2013 03:01 AngryPenguin wrote: added points and main mineral and gas. Main bases are too small. Most of the ramps around the map are too, it will be very hard to move an army around. Without the other bases it is hard to say much aside that the proportions need some work. On January 24 2013 04:21 SigmaFiE wrote: Just thought I would share what I am working on for HotS at the moment. Still not happy by any means ![]() I kind of agree with the others saying that the middle doesn't really do it for me. The approaches in to the 4ths are pretty key to get right here. The first three bases and general concept I do really like tho. | ||
SigmaFiE
United States333 Posts
On January 26 2013 09:33 TheFish7 wrote: I kind of agree with the others saying that the middle doesn't really do it for me. The approaches in to the 4ths are pretty key to get right here. The first three bases and general concept I do really like tho. Let's be honest... The center is complete and utter crap and needs to be scrapped. This happened to me on fortune plango where I got a nice main/nat/third also.... but yes. The center is in fact complete and utter crap. I agree. | ||
moskonia
Israel1448 Posts
On January 26 2013 03:01 AngryPenguin wrote: ![]() added points and main mineral and gas. I meant all of the bases, not just the mains ![]() | ||
Wiss
United Kingdom23 Posts
![]() BW Efreet + Show Spoiler + ![]() | ||
Fatam
1986 Posts
On January 26 2013 09:13 iamcaustic wrote: That map seems pretty neat, Fatam. Does anyone know if collapsible rocks falling on resources erases them, or are they perfectly fine due to being invulnerable when structures/units usually take damage? They just cover up minerals, and the minerals work fine once you kill the rocks that are covering them, but rock towers falling onto geysers actually DELETE the geysers. Like the actual geyser is removed from the map, whether or not a refinery is on it. I sort of doubt blizzard intended it this way, so maybe it will get changed if someone says something about it. | ||
Antares777
United States1971 Posts
Drawing inspiration from BW maps is always a solid idea. I think the concept needs to be tweaked a little. If you are going to have rocks blocking part of the natural choke, the choke needs to be wider. Right now, it looks like it can be walled off too easily. I'd shrink the ramps to the high ground outside the natural or add an obstruction at the top of it to decrease openness. At its current state, it is too open. I'd reorient the vertical ramps in the middle to face diagonally or maybe even remove them entirely. With them gone, it would emphasize the importance of the collapsable rocks in that choke point. Lastly, I'd shrink the ramp that leads to the plateau outside the final expansion. It is very large and would allow your opponent to deny your final base too easily. | ||
BrutalExcess
United Kingdom1 Post
I have also been getting into map creation, and wish to share my own WIP Starcraft 2 classic alike map, designed for up to 8 players in mind. Not really recommended for a 1v1 or 2v2, since the map is absolutely massive, but just bare in mind that it is WIP and I am making changes, including appearance, design and the likes. I have made some changes which makes it custom, but for the sake of improvement since there are little expansions to take considering it is designed for 4v4 in mind. The following changes are as such:
http://imgur.com/sJmqLSO To find this map, search my player name "BrutalExcess" or "Mass Troop - Space". + Show Spoiler + http://i.imgur.com/fBhof6v.jpg Missing ramp annotation, however somewhat visible. There are three bases that your team can hold and capture without too much of a problem, the third expansion as annotated may be slightly more difficult to defend as it is exposed to air. http://i.imgur.com/pFrQzIH.jpg There are several high ground facilities that can be secured here, great for high-ranged units to combat the melee as they rush. Of course, if the Xel'Naga tower on your side is secured by the enemy, be wary of ranged units that can attack up to your deployed high-ground units. http://i.imgur.com/gVHOg5U.jpg Gold expansions here. Four of them. Yes, believe your eyes. But these are difficult to defend due to the openness of the area. Be sure to bring along friends before securing - and at the same time, don't waste too much resource... The rest is common sense. I will put this in its own thread when my probationary period here is up - 3 days to go... I hope you enjoy this map. Feedback is greatly appreciated. | ||
Veloh15
United States161 Posts
Overview: ![]() * the rush distances may seem really far, but they are still about the same or slightly larger than entombed, and definitely smaller than Condemned Ridge. And some other pictures: + Show Spoiler + Obviously I haven't flushed out the middle, but I do hope to create a layout similar to Arkanoid, but still with one non blocked attack path open. I really like the idea of being able to create one's own base layout and attack path. Anyway its really exaggerated, but I hope it proves a point so someone actually talented in map making can take the idea and flush it out! | ||
Gfire
United States1699 Posts
![]() Maybe something like this? Purple is rocks and gray is high ground pods. I think it would probably be good to increase the size of the mains just slightly as well... just a bit more in the corners should do it without expanding the map bounds or anything. | ||
Fatam
1986 Posts
On January 27 2013 07:19 Veloh15 wrote: I have been messing with something very conceptual, and I would love to have you guys explain to me why it doesn't work. Overview: ![]() * the rush distances may seem really far, but they are still about the same or slightly larger than entombed, and definitely smaller than Condemned Ridge. And some other pictures: + Show Spoiler + Obviously I haven't flushed out the middle, but I do hope to create a layout similar to Arkanoid, but still with one non blocked attack path open. I really like the idea of being able to create one's own base layout and attack path. Anyway its really exaggerated, but I hope it proves a point so someone actually talented in map making can take the idea and flush it out! That's pretty interesting Veloh. I was experimenting with a similar idea (having rock towers that block multiple entrances to either the nat or main, so you can choose your exp. path and/or which side you want to defend) but I kind of paused that map because I was worried about 6 pool type stuff, where there's simply no way to wall off both entrances or kill a 500 hp tower before it hits. Of course, with the map being 4 player instead of 2 player (didn't even consider this obvious solution before), that may diminish the threat enough that it's doable. Why can't that mapmaker be you? :-P People liked your last one iirc | ||
Veloh15
United States161 Posts
On January 27 2013 09:33 Fatam wrote: I was worried about 6 pool type stuff, where there's simply no way to wall off both entrances or kill a 500 hp tower before it hits. I completely forgot to mention! In an attempt to help against that I made the 2 ramps wall-able with 2 buildings. Kind of important to note ![]() | ||
Gfire
United States1699 Posts
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ScorpSCII
Denmark499 Posts
![]() Bounds: 160x138 There's a one square wide pathable space to each side of the destructible rocks, allowing for smaller units to pass by. LoS blockers are hard to spot, and some places even completely vanished in the overview (specifically at the choke between the nat and third). | ||
InfCereal
Canada1759 Posts
![]() The middle center is a mountain that I tried to prevent flying over. I wanted to make a map where most of the bases are behind the main, and the only attack paths were on opposite sides of the map. Obviously it's terrible, but I'd love to get some advice! | ||
Randomaccount#77123
United States5003 Posts
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Gfire
United States1699 Posts
@InfCereal: The overall concept is interesting. It would be nice to have a clearer pic. Try going to data>export map image to get a nice one. I think you could add some more space behind the mineral lines here, but beyond that it's hard to say. | ||
EatThePath
United States3943 Posts
@veloh: You might want to try using barriers that have a kill switch separate from the barrier itself. That way you can make them safe inside the main; that might help you in your quest. If you make the barriers as an unkillable unit, and not a structure, then workers can path through by mineral walking and you could even make a semi-island map. Just ideas. ![]() @wiss: I think you should tune the ramp placement and the curves of the terrain a little bit. The original has that large high ground ramp almost immediately outside the natural, and here it looks like tanks on the high ground can't even hit all the exit angles from the natural choke. You might have to alter the tilt of the map a little because SC2 uses 45deg ramps, but I think that's acceptable to capture the spirit of the old one more than the exact shape. Great concept, keep at it. @infcereal: One thing to be careful about is having main minerals/gas that can be hit from below the cliff. Hard to tell from the picture, but even with large rush distances, this can be unfair. Think about medivac timings, for example. | ||
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