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Work In Progress Melee Maps - Page 41

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
Gfire
Profile Joined March 2011
United States1699 Posts
Last Edited: 2013-02-07 18:03:56
February 07 2013 17:47 GMT
#801
@copper: I feel that on this map you would probably take a third in the same spot no matter the positions... However, it seems a bit easier to take the cw fourth than the ccw fourth beyond that. Not the biggest deal, since it's a fourth, but maybe you could adjust the ramps a little to make taking a fourth in both directions about equal difficulty.

@2more: I think the rush distance is okay but the distance you have to take to attack a third/fourth/fifth of the opponent might be a little short. Maybe you should pull back the those bases and put them against the edge of the map bounds. All the low ground bases, I mean. Having a little more space around them couldn't hurt, either.

---

[image loading]

Here's one I've been working on and revising a fair bit all through beta. "In The Cloud" on beta server.

144x144, nat choke distance is like 125ish (~45 seconds.)

I guess I'll probably throw a rock on the island.

Pods above upper left thirds are dropable.

If you play it, can you send replays to contact@esvmaps.com please?

Edit: I guess you can hit up the reddit thread as well.
all's fair in love and melodies
2more
Profile Joined January 2013
Germany13 Posts
February 08 2013 01:31 GMT
#802
Thanks everybody for the advice, I really appreciate it. The things u guys said all made alot of sense so I sat down again and changed quite a bit. First I stretched the map out vertically, it definately was way too small. Then I gave each of the bases a bit more space and made sure that the 3rd is not super exposed yet way harder to defend than the natural. I also changed the middle part quite a bit so the map now has 2 xel naga towers in the middle area. I also put destructable rocks at each 4th base, so they are actually quite safe as long as those rocks are up but then they are really exposed. Although I must say, that the 4th bases still dont please me, somehow they still seem to safe, right?
Also a friend said, that all the mineral lines are facing outwards and that it therefor will be too easy to harass with mutas or drops. Should I change that?

[image loading]

[image loading]

@Gfire: Would love to try out yours but I dont have hots just yet.

Thank you guys once again for your help.

Gfire
Profile Joined March 2011
United States1699 Posts
February 08 2013 01:37 GMT
#803
I don't think it would be "too easy" to harass. Easier than otherwise, but it's hard to say that it would be a bad thing, objectively.
all's fair in love and melodies
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2013-02-08 21:30:32
February 08 2013 21:26 GMT
#804
@2more: You're right that the 4th base is too easy. That's mostly because it's so close to the other 3 bases -- they're all in a clump. An army at the ramp could respond to any attack within seconds and prevent any major damage. The middle is also way too chokey still. I would enlarge the ramps to the middle by 1 at least, decrease the high ground obstructions there, and move the 4th base farther away from the natural cliff, possibly putting some air space between them. But it's much improved! The mineral lines are pretty standard, I wouldn't worry too much about that.

@gfire: I like how moving into the center lets you control the access to your side. Excellent decision putting those 3 bridges so far apart from each other. I'm not sure protoss will be happy about the 3rd base situation, but I don't know much about this in HotS, and it might as well be tried until it's shown it doesn't work. This map could easily require some tweaking, but that'd also be easy to do. The core structure looks like it achieves exactly what it's meant to; I'd like to see what this map looks like in action not just because I like it but because I want to see how well this works.
Comprehensive strategic intention: DNE
DreadLocK
Profile Joined August 2012
Canada49 Posts
Last Edited: 2013-02-09 05:29:37
February 09 2013 05:26 GMT
#805
Hey guys, got a map in the works here. Pretty much done the terrain, base layout, and tilesets. But I'm completely open to change if it makes the map better. No doodads done yet. Would love some opinions on it, thanks!

Damnation Shallows
160x160
1v1, 2 spawn map

[image loading]
Ruinsteel
Profile Joined April 2012
United States43 Posts
Last Edited: 2013-02-11 04:15:51
February 11 2013 04:12 GMT
#806
Hello everyone! I recently created my newest map, Spire Island, for Map Jam #4. I expressed in that thread that I was looking to make some changes to the layout, and I started to play around with it in the editor.

This is the previous version: + Show Spoiler +
[image loading]


For my newest version, I made changes to the middle and moved the low ground 3rd closer to the natural. I also added rocks to the ramp leading to the low ground 3rd from the 4th/5th base and increased the bounds from 124x124 to 124x128.. [image loading]

I made these changes because taking a 3rd was somewhat difficult after play testing the map, and I was told that the distance between the naturals was too short. The way the map currently is, in theory, the 3rd you take will influence how the game will progress. The high ground 3rd is the more defensive base because it is guarded by a Xel'Naga tower, and is away from the high ground 3rd of your opponent. Taking this base makes defending your first 3 bases easier as you have a tower guarding your 3rd and you can sit outside of your natural to defend all 3. The low ground natural is the more aggressive choice because it's closer to your opponent's high ground 3rd. The downside to taking the more aggressive base, however, is that you would be attacking into the range of the Xel'Naga tower of your opponent. You could take the long way around to be relatively unseen, but it would also leave your 3 bases more vulnerable. I'm not sure if these changes were the best way to deal with any problems though. As always, feedback is appreciated.

EDIT: Noticed from overview that some doodads weren't moved properly. Fixed it for the map itself, but didn't want to change the overview just for that.
CloudMage
Profile Joined June 2011
Canada221 Posts
Last Edited: 2013-02-11 05:09:06
February 11 2013 05:06 GMT
#807
Hey guys just made my first 1v1 map, I call it "Skyfall". Playable size is 132x142. Let me know what you think! Thanks.

[image loading]

56 degree view:
+ Show Spoiler +
[image loading]
HuK <3 WhiteRa <3 Grubby <3 TLO <3 Day[9] <3
Ferisii
Profile Joined February 2011
Denmark199 Posts
Last Edited: 2013-02-12 22:56:40
February 11 2013 23:18 GMT
#808
Been playing around with a new 4player layout. 144x128

+ Show Spoiler +
[image loading]


Not entirely happy with it yet, but I'm getting there.
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
February 11 2013 23:24 GMT
#809
The natural seems very vulnerable.
Moderatorshe/her
TL+ Member
monitor
Profile Blog Joined June 2010
United States2404 Posts
February 12 2013 00:02 GMT
#810
On February 12 2013 08:18 Ferisii wrote:
Been playing around with a new 4player layout. 144x128

[image loading]

Not entirely happy with it yet, but I'm getting there.


As said, the natural is a pain to expand to, especially for Protoss.

Rush distances are way to short to have close positions enabled... so cross spawn? Kinda pointless to have a cross 4p map imo You might be able to enlarge the map and remove a nat entrance to fix it.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
RFDaemoniac
Profile Joined September 2011
United States544 Posts
February 12 2013 01:41 GMT
#811
In HotS such an open natural might not be a problem and this as a 2 in 1 wouldn't terrible.
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
February 12 2013 08:00 GMT
#812
Apart from arguably being too open, one of the entrajces to the natural flows really weirdly with the geyser.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Fatam
Profile Joined June 2012
1986 Posts
February 12 2013 08:38 GMT
#813
yah the geyser blocks defender's concave, makes it awkward. Easy to fix though.
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
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
February 12 2013 13:18 GMT
#814
Working on this on and of for months already, it's like really old, recently ported it to HotS.

[image loading]
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Ferisii
Profile Joined February 2011
Denmark199 Posts
February 12 2013 22:56 GMT
#815
On February 12 2013 09:02 monitor wrote:
Rush distances are way to short to have close positions enabled... so cross spawn? Kinda pointless to have a cross 4p map imo You might be able to enlarge the map and remove a nat entrance to fix it.


Damn you for reminding me about those distances! And here I thought it was gettig along fine.

Anyway, after some fizzling tries, I decided to scrap the 4 player map project and replaced it with a 2 player instead.

[image loading]

144x136
Mixed this together in around an hour, thus note the corners aren't final or whatsoever. Still pondering what I should shape it into. Also, hard to see, only the middle LoS blocked passages can be traveled by normal ground units. Others require walljumping abilities to get trough.
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
2more
Profile Joined January 2013
Germany13 Posts
Last Edited: 2013-02-13 01:17:22
February 13 2013 00:52 GMT
#816
After I worked plenty of hours on my first map and being sorta stuck with some issues, I decided to work on a new idea I had, while working on the first one. This is where I'm at so far, and once again I'd be thankful for some initial feedback.

I came up with the idea as I followed the mapping jam from the weekend and the idea of the forward highground. I wanted to create a layout that would allow for two main ways to attack: 1st would be straight and fast but initially almost entirely blocked with rocks. The 2nd way would be a bit longer but it would allow to go around the rocks inbetween 2nd and 3rd and that from a highground, you are also able to attack rocks in the back of the natural from this highground, thus alltogether creating an attractive attacking route alternative. That was the plan at least. I'm not sure yet how it will work out and Im not sure where I'm at yet, therefor I need some feedback and maybe some ideas on what I could do to get it all balanced and what parts you believe definately needs some work. The map is no where close to done, I just started working on the aesthetics but first I want to be sure the layout makes sense.

Edit: One problem I had when testing it zvp was, that it was quite impossible for the protoss to take the third. Thats why I added the rocks so it would initially be easy defende. What do you guys think about that? Im kinda afraid that it would just come to the Zerg killing those rocks with like initial 8-10 lings or so and that way force the Protoss yet again to do a 2 base play. Any thoughts on that?

Map overview:
+ Show Spoiler +
[image loading]


More detailed view:
+ Show Spoiler +
[image loading]




Thank you for your help
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2013-02-13 02:53:28
February 13 2013 02:48 GMT
#817
@ferisii: I think you should pursue that 4player idea. Who knows what can happen in HotS. It seems like the natural is overall safer than it used to be for protoss, which is the biggest concern for more than one entrance. Close second is terran. I would remove the blinkable surface area on the main base to help terran against blink + mothership play, and try to arrange the CC site to provide a single bunker spot that provides good protection in both directions. If the map was bigger, the second entrance would become really far away for any attack, which would require quite a commitment from the aggressor.

@2more: Something about that layout really excites me. Why wouldn't protoss expand horizontally? But anyway, normal macro WoL ZvP, the zerg won't be able to kill those long rocks at the forward 3rd before the protoss can chase away a few lings, so that's fine. I like how they create a forward choke point, so that's good. Biggest concern is the tower in the middle. It's quite constricted and it's a very powerful spot, usually a bad mix. What if you raised the whole map 1 cliff level and dropped the tower into a low ground area? Or just reduced the chokiness there. I also wonder if there might be a more center-facing ramp from the high ground, to allow a bit better mobility for a defender in the lategame.

@sisko: Looks like you'd expand vertically most of the time. I guess my only real problem is the middle, seems a little tight for having a tower there. Maybe you could simplify it, which would also give a better reward for holding that forward position by letting you track aggressive movement better from side to side.
Comprehensive strategic intention: DNE
Fatam
Profile Joined June 2012
1986 Posts
February 14 2013 01:45 GMT
#818
@2more - idk if it's perfectly balanced, but I think that's really good for your first map. The forward highground discourages turtling inside your base because you need to secure that highground or risk being dismantled or trapped, at least in most matchups.
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
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2013-02-16 12:36:59
February 16 2013 12:19 GMT
#819
A new 2p. I'm trying to learn how to make maps that are not standard and boring, but with strong concepts and a bit experimental without being too crazy

[image loading]

size: 144x144

A few ideas I use here:
1. Close air distance mains. This allows for a layout where the main is air-vulnerable and the area between them in the map split line, has low vertical height/length. This is why it's splitted in three very seperate attack paths. This makes it hard for one player to siege the entire centre.On the other hand, positioning is hard and it's vital to scout the opponents movements here.
2. A map of 14 bases where 4 are half bases and two are island bases. Islandbases are viable choices once you have the ability to take them, and then you might want to take the island rather than a half-base. I want to promote expanding more often than on standard maps (more positions to defend - more brood warish). One half base is a third as far from the opponent youcan get, tucked into a corner and pretty safe. The other half-base is a 5th (I think) that grants a watchtower. Thus halfbases further promotes bringing island bases into play. Close the opponent's main, your late-game island base is your opponent's mid-game ninja base.
3. A neutral ovie automatically puking creep on top of the island base (rather than a creep tumor). Creds to Ragoo, thus the name of the unit - "Goolord" :D
4. A watchtower close to a town hall position in a base. With this map concept, One or two twoers in the middle of the map would be too powerful, I believe. It might seem odd with a tower far from early attack paths, but you use it to watch your flank while the opponent wants the same tower to scout air coming for his main. When you take the half-base (or island base, or both) the tower simply gives you extended vision and a defenders advantage.
On this particular map, the only situation the tower is used offensively is when it helps the attacker takign down the backdoor rocks, as it spots the area above the ramp.
5. Destructible rocks trade-offs. Keep rocks to block a backdoor attack path for the opponent, or take them down to defend more effectively vs drops.
http://mentalbalans.se/aggedesign
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
Last Edited: 2013-02-16 13:47:20
February 16 2013 13:47 GMT
#820
Melt: Only issue I see with this map is that it's possible to go from main to main without going through really open terrain ever. Apart from that I like people trying out new stuff of course. Choice for thirds is always cool. I'd make the double pair of rocks a single one so that it doesn't actually block the ramp completely though to allow harassment of the expansion from the high ground before it's completely taken out.

[image loading]

A 2-in-1 map again. The rocks are all both destructible and expire on a timer on top of that. It's cross only of course so the inbase half natural of one spawn serves as the more defensible half third of the other.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
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