![[image loading]](http://i.imgur.com/gPlvTkP.jpg)
(border ice dooads are temporary)
10base maps are still viable, right? Else I have to sneak in a half base somewhere...
Forum Index > SC2 Maps & Custom Games |
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin | ||
Ferisii
Denmark199 Posts
![]() (border ice dooads are temporary) 10base maps are still viable, right? Else I have to sneak in a half base somewhere... | ||
Gfire
United States1699 Posts
--- ![]() I was thinking I wanted to try a reflectional 4p map with all spawns possible... I thought I'd look through BW maps for ideas. This was inspired a bit by Martian Cross. + Show Spoiler + ![]() Not sure just what to do with the mid yet... The size is 152*152 and the nat-choke distances are 34 seconds in both close positions (I think Cloud Kingdom is 35.) | ||
HoLe
Canada183 Posts
"Clepper's Chasm" 138 x 120 Playable Size 2 Player Map 10 Bases I'm still learning how to use the editor efficiently and I'm finding it a bit difficult to wade through so many shitty tutorials, but meh. Hope you guys can give me some useful tips. Cheers. + Show Spoiler + ![]() + Show Spoiler + ![]() | ||
HoLe
Canada183 Posts
On January 31 2013 04:36 Gfire wrote: @Ferisii: I think it's kinda hard to make 10base work... Not sure. This design looks pretty good though. I like the use of the different height areas and the smaller ramps in between. --- I was thinking I wanted to try a reflectional 4p map with all spawns possible... I thought I'd looks through BW maps for ideas. This was inspired a bit by Martian Cross. + Show Spoiler + ![]() Not sure just what to do with the mid yet... The size is 152*152 and the nat-choke distances are 34 seconds in both close positions (I think Cloud Kingdom is 35.) Yo Gfire, firstly, nice 1337 post count. You probably shouldn't reply to me! Secondly, I've heard 10 base maps get a lot of flak and I'm wondering why. Less conducive to macro games? What are your feelings on 2 player 10 base maps vs 4 player 10 base maps? | ||
Gfire
United States1699 Posts
I don't have a real big problem with only 5 bases, but I think the third should be a bit harder on those types of maps. | ||
lorestarcraft
United States1049 Posts
What I believe I am happy with is the way the middle comes together. It seems really good. The map dimensions are 163x120ish. The rush distance is not as long as daybreak, but longer than ohana. ![]() EDIT: Btw, its hard to see in the overview but there are some rocks and stuff in the some of the more open spaces to help with walling and micro and such. | ||
Gfire
United States1699 Posts
| ||
lorestarcraft
United States1049 Posts
On February 01 2013 03:27 Gfire wrote: It seems harder to take the back door third than the low ground one. Maybe if the minerals on the low ground base were a little closer to the cliff so you could harass more, then there would be more choice. mhm. I can see that, they are already within marine or roach fire, but being closer means more damage possible. Depending on what race you are, the 4th base would be the biggest decision. Taking the middle might be better for a terran, but a zerg would probably want the other base. Taking more bases also opens up more attack paths. | ||
Meltage
Germany613 Posts
by Meltage (is up on EU) ![]() Stats + Show Spoiler + 144x144 (with minimal airspace) 4p 12 bases, regular 4 rocks (huge) around the centre. 4 rich mineral walls, every patch 42 minerals. 4 XelNaga Watchtowers in the naturals. Can't see into main. 1/3 of the vision is outside map bounds. nat2nat cross: ???? sec nat2nat close (rocks up): ???? sec nat2nat close (rocks down): ???? sec nat2nat close with gold wall down: ???? sec Close-ups: + Show Spoiler + Would players take the mineral wall down in close pos, with the enemy in clock-wise spawn? Because of gold mineral wall it makes it the defenders choice. But potentially it could be abused. Would it lead to cool situations, or bad ones? | ||
SiskosGoatee
Albania1482 Posts
Another issue is that if you spawn the other way around you probably _want_ to take the third which is ridiculously close to your opponent's base rather han your own with mech. Sure, he has high ground but a single spotter fixes that, you have tanks. that basically siege the other player's production in TvT for instance, in TvZ that's also a really strong staging point for elevatoring. I don't think this map can function without forced cross. | ||
monitor
United States2403 Posts
On February 01 2013 09:45 Meltage wrote: Core Zero by Meltage (is up on EU) [map image here] Stats + Show Spoiler + 144x144 (with minimal airspace) 4p 12 bases, regular 4 rocks (huge) around the centre. 4 rich mineral walls, every patch 42 minerals. 4 XelNaga Watchtowers in the naturals. Can't see into main. 1/3 of the vision is outside map bounds. nat2nat cross: ???? sec nat2nat close (rocks up): ???? sec nat2nat close (rocks down): ???? sec nat2nat close with gold wall down: ???? sec Close-ups: + Show Spoiler + Would players take the mineral wall down in close pos, with the enemy in clock-wise spawn? Because of gold mineral wall it makes it the defenders choice. But potentially it could be abused. Would it lead to cool situations, or bad ones? Why are there rocks in the middle? Seems like they aren't needed at all. Gold block is cool. Might want to add some LoS blockers to prevent annoying blinks, warpins, etc. into the natural. I'm a little confused; is zerg supposed to mine the minerals to take a third? Seems like the third against the opponent's main would be impossible to take because the enemy would just snipe it from their main. One of my WIPs looks very similar actually (its map #2). Here are my two WIPs: Both pics on imgur: http://imgur.com/NoUm0jM,48U95Ra#0 ![]() ![]() | ||
SiskosGoatee
Albania1482 Posts
On February 01 2013 10:22 monitor wrote: A bit offtopic but I saw your signature about being 'retired', you clearly still make maps right?Show nested quote + On February 01 2013 09:45 Meltage wrote: Core Zero by Meltage (is up on EU) [map image here] Stats + Show Spoiler + 144x144 (with minimal airspace) 4p 12 bases, regular 4 rocks (huge) around the centre. 4 rich mineral walls, every patch 42 minerals. 4 XelNaga Watchtowers in the naturals. Can't see into main. 1/3 of the vision is outside map bounds. nat2nat cross: ???? sec nat2nat close (rocks up): ???? sec nat2nat close (rocks down): ???? sec nat2nat close with gold wall down: ???? sec Close-ups: + Show Spoiler + Would players take the mineral wall down in close pos, with the enemy in clock-wise spawn? Because of gold mineral wall it makes it the defenders choice. But potentially it could be abused. Would it lead to cool situations, or bad ones? Why are there rocks in the middle? Seems like they aren't needed at all. Gold block is cool. Might want to add some LoS blockers to prevent annoying blinks, warpins, etc. into the natural. I'm a little confused; is zerg supposed to mine the minerals to take a third? Seems like the third against the opponent's main would be impossible to take because the enemy would just snipe it from their main. One of my WIPs looks very similar actually (its map #2). Here are my two WIPs: Both pics on imgur: http://imgur.com/NoUm0jM,48U95Ra#0 ![]() ![]() | ||
monitor
United States2403 Posts
On February 01 2013 11:15 SiskosGoatee wrote: Show nested quote + A bit offtopic but I saw your signature about being 'retired', you clearly still make maps right?On February 01 2013 10:22 monitor wrote: On February 01 2013 09:45 Meltage wrote: Core Zero by Meltage (is up on EU) [map image here] Stats + Show Spoiler + 144x144 (with minimal airspace) 4p 12 bases, regular 4 rocks (huge) around the centre. 4 rich mineral walls, every patch 42 minerals. 4 XelNaga Watchtowers in the naturals. Can't see into main. 1/3 of the vision is outside map bounds. nat2nat cross: ???? sec nat2nat close (rocks up): ???? sec nat2nat close (rocks down): ???? sec nat2nat close with gold wall down: ???? sec Close-ups: + Show Spoiler + Would players take the mineral wall down in close pos, with the enemy in clock-wise spawn? Because of gold mineral wall it makes it the defenders choice. But potentially it could be abused. Would it lead to cool situations, or bad ones? Why are there rocks in the middle? Seems like they aren't needed at all. Gold block is cool. Might want to add some LoS blockers to prevent annoying blinks, warpins, etc. into the natural. I'm a little confused; is zerg supposed to mine the minerals to take a third? Seems like the third against the opponent's main would be impossible to take because the enemy would just snipe it from their main. One of my WIPs looks very similar actually (its map #2). Here are my two WIPs: Both pics on imgur: http://imgur.com/NoUm0jM,48U95Ra#0 ![]() ![]() I do mess around with the editor. I don't know if I'd call myself a full mapmaker at this moment. The problem is that I don't like SC2 and I'm fairly busy with school and music. But I love making maps. | ||
Fatam
1986 Posts
On February 02 2013 08:36 monitor wrote: I do mess around with the editor. I don't know if I'd call myself a full mapmaker at this moment. The problem is that I don't like SC2 and I'm fairly busy with school and music. But I love making maps. You should finalize a layout and just have someone do the decoration for you, then you could say the map is "by monitor and ____". I've always wanted someone that enjoys decoration to do that for me, since decoration takes so long and the real fun (for me, anyway) lies in making new layouts. Anyway, I bet someone would take you up on it | ||
Coppermantis
United States845 Posts
| ||
lorestarcraft
United States1049 Posts
On February 02 2013 08:39 Fatam wrote: Show nested quote + On February 02 2013 08:36 monitor wrote: I do mess around with the editor. I don't know if I'd call myself a full mapmaker at this moment. The problem is that I don't like SC2 and I'm fairly busy with school and music. But I love making maps. You should finalize a layout and just have someone do the decoration for you, then you could say the map is "by monitor and ____". I've always wanted someone that enjoys decoration to do that for me, since decoration takes so long and the real fun (for me, anyway) lies in making new layouts. Anyway, I bet someone would take you up on it Dude, I love decorating maps! | ||
TheFish7
United States2824 Posts
@Meltage Looks like the rocks in the middle are to keep the rush distances low in close spawns? I think you will end up with positional imbalance, but the mineral wall is a nice touch. The watchtowers at the nat are an interesting bit, I feel that they should not reveal any of the high ground at the adjacent 3rd however. May be tough for zerg as their own 3rd base could be used as a staging ground for elevator attacks and proxies without much of an opportunity to do much about it. @lorestarcraft IMO the low ground 3rd will be a big impediment to taking that base early on in ZvP, ZvT, and PvT. The two bases at 4 oclock and 10 o clock are too close together for my taste, to me the risk/reward for the later bases is a bit off. @HoLe The main base ramp is the first thing that jumps out at me, it seems like it creates some odd non-standard chokes. Try and stay away from non-standard until you get a better feel for the editor. The ability to walk around the low ground is going to create drop spots for tanks. The map is non-symmetrical. Look up cliff merging and efficient use of space. Keep practicing and you will be banging out killer maps in no time :-) @Gfire Why not have bridges to the 3 and 9 oclock bases like in the bw map? just curious. Can a protoss player take down one of the rocks at his nat off a 1gate expand before the typical 4 scouting lings start poking at the front? Cool design. @monitor In the second, ice world map, whats the reasoning behind the rocks near the main? Seems like a really good (or really annoying) proxy pylon spot. Is there going to be a 3rd base there? | ||
lorestarcraft
United States1049 Posts
| ||
SiskosGoatee
Albania1482 Posts
| ||
Coppermantis
United States845 Posts
| ||
| ||
![]() StarCraft 2 StarCraft: Brood War Calm Dota 2![]() Rain ![]() Sea ![]() Horang2 ![]() ZerO ![]() Mini ![]() Shuttle ![]() hero ![]() actioN ![]() Snow ![]() [ Show more ] League of Legends Counter-Strike Other Games hiko1360 Beastyqt788 OGKoka ![]() Fuzer ![]() Lowko355 crisheroes355 ArmadaUGS130 Liquid`VortiX124 QueenE111 Trikslyr32 ZerO(Twitch)29 Organizations Other Games StarCraft 2 StarCraft: Brood War
StarCraft 2 • StrangeGG StarCraft: Brood War![]() • LUISG ![]() • IndyKCrew ![]() • Laughngamez YouTube • AfreecaTV YouTube • sooper7s • Migwel ![]() • intothetv ![]() • Kozan • LaughNgamezSOOP Dota 2 League of Legends Other Games |
Monday Night Weeklies
PiGosaur Monday
Replay Cast
Replay Cast
SOOP
SKillous vs Spirit
Tenacious Turtle Tussle
PiG Sty Festival
The PondCast
Replay Cast
PiG Sty Festival
[ Show More ] Replay Cast
Korean StarCraft League
PiG Sty Festival
SC Evo Complete
[BSL 2025] Weekly
PiG Sty Festival
Sparkling Tuna Cup
|
|