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Work In Progress Melee Maps - Page 39

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
Ferisii
Profile Joined February 2011
Denmark199 Posts
Last Edited: 2013-01-31 09:59:10
January 30 2013 18:15 GMT
#761
Gotta keep the map making mood runnning!

[image loading]
(border ice dooads are temporary)

10base maps are still viable, right? Else I have to sneak in a half base somewhere...
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
Gfire
Profile Joined March 2011
United States1699 Posts
Last Edited: 2013-01-31 00:57:29
January 30 2013 19:36 GMT
#762
@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.

---

[image loading]

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 +
[image loading]


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.)
all's fair in love and melodies
HoLe
Profile Joined August 2012
Canada183 Posts
Last Edited: 2013-01-30 20:04:03
January 30 2013 20:03 GMT
#763
First serious attempt at making a map.
"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 +
[image loading]

+ Show Spoiler +
[image loading]


Terran.
HoLe
Profile Joined August 2012
Canada183 Posts
January 30 2013 23:59 GMT
#764
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 +
[image loading]


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?
Terran.
Gfire
Profile Joined March 2011
United States1699 Posts
January 31 2013 01:08 GMT
#765
I don't think a 4 player 10 base map would really work... Not with all spawns available, at least, I should think. Maybe with restricted spawns you could do something sort of like Shakuras with fewer bases.

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.
all's fair in love and melodies
lorestarcraft
Profile Joined April 2011
United States1049 Posts
Last Edited: 2013-01-31 18:16:05
January 31 2013 18:06 GMT
#766
Really want some thoughts on this one. The concept I am going for is for each player to have a choice of expansions at virtually every base. This is accomplished by having a single-wide ramp with destrucible debris blocking it. In order prevent this from being to big of a hazard in the early game, I have a smaller set of destructable rocks at the bottom of the ramp to prevent some of the surface area on the debris from the attackers pov, but if the defender wants to break out and expo in that direction, they get full area on the rocks on their side.

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.
[image loading]

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.
SC2 Mapmaker
Gfire
Profile Joined March 2011
United States1699 Posts
January 31 2013 18:27 GMT
#767
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.
all's fair in love and melodies
lorestarcraft
Profile Joined April 2011
United States1049 Posts
January 31 2013 19:50 GMT
#768
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.
SC2 Mapmaker
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2013-02-01 00:50:48
February 01 2013 00:45 GMT
#769
Core Zero
by Meltage
(is up on EU)

[image loading]

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 +
http://imgur.com/a/2jZXv#0


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?
http://mentalbalans.se/aggedesign
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
February 01 2013 01:22 GMT
#770
I really feel thirds can be too close in close pos if people want it to. Say you use mech and you take the third that is basically outside your opponent's natural, really close.

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.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
monitor
Profile Blog Joined June 2010
United States2409 Posts
Last Edited: 2013-02-01 01:23:49
February 01 2013 01:22 GMT
#771
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 +
http://imgur.com/a/2jZXv#0


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
[image loading]
[image loading]
https://liquipedia.net/starcraft2/Monitor
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
February 01 2013 02:15 GMT
#772
On February 01 2013 10:22 monitor wrote:
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 +
http://imgur.com/a/2jZXv#0


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
[image loading]
[image loading]
A bit offtopic but I saw your signature about being 'retired', you clearly still make maps right?
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
monitor
Profile Blog Joined June 2010
United States2409 Posts
February 01 2013 23:36 GMT
#773
On February 01 2013 11:15 SiskosGoatee wrote:
Show nested quote +
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 +
http://imgur.com/a/2jZXv#0


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
[image loading]
[image loading]
A bit offtopic but I saw your signature about being 'retired', you clearly still make maps right?


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.
https://liquipedia.net/starcraft2/Monitor
Fatam
Profile Joined June 2012
1986 Posts
February 01 2013 23:39 GMT
#774
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

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: 2013-02-01 23:57:24
February 01 2013 23:56 GMT
#775
I personally love aesthetic at least as much as level design work, but I don't know if my skill is great enough for that sort of arrangement.
lorestarcraft
Profile Joined April 2011
United States1049 Posts
February 02 2013 03:09 GMT
#776
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!
SC2 Mapmaker
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2013-02-02 03:21:07
February 02 2013 03:17 GMT
#777
^ Hey, this gives me an idea... What if we did an "Aesthetics Contest" ? Where everyone starts with the same template and we get to see what kind of crazy aesthetics everyone comes up with.

@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
Profile Joined April 2011
United States1049 Posts
February 02 2013 03:37 GMT
#778
oooooooh, asthetics contest sounds really cool!
SC2 Mapmaker
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
February 02 2013 03:53 GMT
#779
I concur, would be fun, let's just pick a very standard map as the template, say daybreak or cloud kingdom, you can do everything you want with it as long as the changes are purely cosmetic and anything pathing related stays the same?
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Coppermantis
Profile Joined June 2012
United States845 Posts
Last Edited: 2013-02-02 05:03:29
February 02 2013 05:01 GMT
#780
Ooh, I like that idea. Sounds very fun and something that I might actually be able to do well in. Balanced maps aren't anything that I'm good at making so I like this very much. :v
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