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Work In Progress Melee Maps - Page 42

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
Leprechaun Tree
Profile Joined July 2010
United States21 Posts
February 16 2013 16:31 GMT
#821
Ok so I've been working on a map, and all was going fine until I tried to open it up today, and the cliffs just blend in with everything else. They're agria manmade cliffs so they should stick out more, and you can see on the minimap that I've done some work, anyone know how to fix the cliffs?
+ Show Spoiler +
[image loading]
I want da gold
monitor
Profile Blog Joined June 2010
United States2404 Posts
Last Edited: 2013-02-16 19:14:33
February 16 2013 19:13 GMT
#822
Finally got a WIP that I think I can get behind. My initial concern with the map is blink stalkers, but otherwise I can't think of many issues. The eggs can be killed, but they have a lot of hp. Counterclockwise has an "easier" third, but it does have cliff behind it. The middle expos provide an aggressive expo for position balance. Rush distances are shortish but I'm not too concerned considering the layout of the map.
[edit] The map stemmed from a discussion about crazy maps in SC2. I have been trying to work on my 4p map skills, and this is an attempt at a crazy map.

[image loading]
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
February 16 2013 20:45 GMT
#823
Surely the idea of a third which is forced against the main of another base won't work?

Apart from that, the natural ramp looks really awkwardly placed againstr the main building.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
monitor
Profile Blog Joined June 2010
United States2404 Posts
Last Edited: 2013-02-16 22:52:34
February 16 2013 22:50 GMT
#824
On February 17 2013 05:45 SiskosGoatee wrote:
Surely the idea of a third which is forced against the main of another base won't work?

Apart from that, the natural ramp looks really awkwardly placed againstr the main building.


That third is only for the counterclockwise player. The clockwise player can take the third against his own main. Yes, it isn't as safe by ground, but it doesn't have a cliff above it like the other.

At the moment I'm mostly concerned about the nat-nat distance once the eggs are broken. Also, the eggs mess up pathing. So I'm not exactly sure what I'm going to do.

[edit] I wish I could make invincible eggs... then I could decrease the min count on that expo and call it good!
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
Last Edited: 2013-02-16 23:09:23
February 16 2013 23:01 GMT
#825
So if the other takes that third, he'spretty darn close to your natural right? Say you'd take the other third, in that case say in ZvT they'd just take that third which is a stone away from your natural?

Also, high ground advantage doesn't mean much in SC2. I see T take that third under Z's main with tanks, get air vision which is really easy to acquire at that stage of the game and pressure Z hard.

Edit: By the way, this map is a good example why I'm not sold on efficiently using space. The ramp at the natural is pretty awkward. But if you move the natural outward more to accomodate that it doesn't efficiently use space any more.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Gfire
Profile Joined March 2011
United States1699 Posts
February 16 2013 23:06 GMT
#826
On February 17 2013 07:50 monitor wrote:
At the moment I'm mostly concerned about the nat-nat distance once the eggs are broken. Also, the eggs mess up pathing. So I'm not exactly sure what I'm going to do.

[edit] I wish I could make invincible eggs... then I could decrease the min count on that expo and call it good!

You can fix those in the editor. I think if you make pathing go around them, then the workers will path around but still path through when mineral-walking... Maybe. And you could make them invincible, maybe change the model, etc.
all's fair in love and melodies
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
February 16 2013 23:29 GMT
#827
On February 17 2013 08:06 Gfire wrote:
Show nested quote +
On February 17 2013 07:50 monitor wrote:
At the moment I'm mostly concerned about the nat-nat distance once the eggs are broken. Also, the eggs mess up pathing. So I'm not exactly sure what I'm going to do.

[edit] I wish I could make invincible eggs... then I could decrease the min count on that expo and call it good!

You can fix those in the editor. I think if you make pathing go around them, then the workers will path around but still path through when mineral-walking... Maybe. And you could make them invincible, maybe change the model, etc.


Can you actually change the way units read other units and path around them? That is actually what caused me to stop working on my UMS map.
~ ~ <°)))><~ ~ ~
Gfire
Profile Joined March 2011
United States1699 Posts
February 16 2013 23:48 GMT
#828
On February 17 2013 08:29 TheFish7 wrote:
Show nested quote +
On February 17 2013 08:06 Gfire wrote:
On February 17 2013 07:50 monitor wrote:
At the moment I'm mostly concerned about the nat-nat distance once the eggs are broken. Also, the eggs mess up pathing. So I'm not exactly sure what I'm going to do.

[edit] I wish I could make invincible eggs... then I could decrease the min count on that expo and call it good!

You can fix those in the editor. I think if you make pathing go around them, then the workers will path around but still path through when mineral-walking... Maybe. And you could make them invincible, maybe change the model, etc.


Can you actually change the way units read other units and path around them? That is actually what caused me to stop working on my UMS map.

Yeah... there's a few different pieces to it. I don't remember exactly how but some units are pathed around and some aren't so it must be possible, although there could be some restrictions.

There's units with sizes and pathing and then there's units with footprints like buildings (applied ground footprints). Units read footprints and path around them... It's the same pathing that's applied by cliffs, the pathing tool, buildings and destructible rocks, etc.

But I don't know for sure that everything with a footprint is regarded this way or if it's related to some other setting on the unit... I know units don't path around FFs but I think they do have an applied footprint.

Units without footprints do path through each other so long as the alliance between those players is set to it... You can change the alliance settings and turn off "pushable" which might get the job done, but I only know how to do it using triggers.
all's fair in love and melodies
monitor
Profile Blog Joined June 2010
United States2404 Posts
February 17 2013 01:53 GMT
#829
On February 17 2013 08:01 SiskosGoatee wrote:
So if the other takes that third, he'spretty darn close to your natural right? Say you'd take the other third, in that case say in ZvT they'd just take that third which is a stone away from your natural?

Also, high ground advantage doesn't mean much in SC2. I see T take that third under Z's main with tanks, get air vision which is really easy to acquire at that stage of the game and pressure Z hard.

Edit: By the way, this map is a good example why I'm not sold on efficiently using space. The ramp at the natural is pretty awkward. But if you move the natural outward more to accomodate that it doesn't efficiently use space any more.


Terran can't take that expo. The rocks block any reinforcements in the early-mid game. It's too easy for Zerg to just walk up and kill the expo imo. Tanks wouldn't help enough. I placed the center expos so Terran has the option of an aggressive expansion (and to choke up the pathways to the main).

I like the ramp at the nat! I think awkward can be a good thing. And personally, I like it leading in at an angle. If I increased the map bounds, I'd just have a bunch of useless space around the edges that make drops and stuff easier. I like having the option to shoot down any drops or harass if you're playing well, especially considering how drops are more powerful in HotS.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
CloudMage
Profile Joined June 2011
Canada221 Posts
February 17 2013 08:28 GMT
#830
On February 11 2013 14:06 CloudMage wrote:
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]


Hey... guys I would really appreciate some feedback on this, it's my first map and I want to hear from some other mapmakers but this seems to just be getting overlooked. Also it's been ported over to HotS. I'm not too sure how to go about balancing it for high level play as I don't really have any testers...

Thanks,
CloudMage
HuK <3 WhiteRa <3 Grubby <3 TLO <3 Day[9] <3
GDR
Profile Joined July 2011
Canada407 Posts
Last Edited: 2013-02-17 08:56:17
February 17 2013 08:52 GMT
#831
[image loading]

Never done a 4p map, thought I'd give it a shot, been seeing some cool-ish things around and I probably just ended up ripping a million people off.

I am planning to do half bases on the high ground pods most likely. Good/bad?

I'm not too sure what to do with the backdoor natural. At first I was thinking blocking with minerals, however that seemed kind of lame, and it will hurt your ability to fast fourth(/third depending) I think. Rocks seem kind of clunky there... I'm unsure what to do.

Side-side spawns would probably give one person a stronger defending advantage. In a scenario, bottom-left has a harder natural compared to bottom-right, the bottom-right high ground half base is less exposed towards the middle making it harder to pressure.

Natural looks a little cramped. Could probably be a bit bigger. Feels a bit base heavy maybe? The map is 148x148, so you have an idea, I'm thinking maybe the bases are too close together?

Typing really helps you think...
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
February 17 2013 11:15 GMT
#832
Busy updating Khalani Sanctuary right now. Figured I'd post some WIP eye-candy shots for funsies.

[image loading]
[image loading]
[image loading]
[image loading]

Original map thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=375757
Twitter: @iamcaustic
llIH
Profile Joined June 2011
Norway2143 Posts
February 18 2013 00:04 GMT
#833
There are so many good maps in this thread. My god! Good job everyone!
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
February 18 2013 00:07 GMT
#834
On February 17 2013 17:28 CloudMage wrote:
Show nested quote +
On February 11 2013 14:06 CloudMage wrote:
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]


Hey... guys I would really appreciate some feedback on this, it's my first map and I want to hear from some other mapmakers but this seems to just be getting overlooked. Also it's been ported over to HotS. I'm not too sure how to go about balancing it for high level play as I don't really have any testers...

Thanks,
CloudMage
Well, aesthetics are obviously a bit rough since it's your first map, but apart from that, the layout doesn't have any of the gamebreaking flaws in it you sometimes see, it's a standard map. Beware of using cardinal ramps though, it's hard to properly wall them. Only use them as a last resort, they also look weird.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
February 18 2013 01:24 GMT
#835
On February 17 2013 17:28 CloudMage wrote:
Show nested quote +
On February 11 2013 14:06 CloudMage wrote:
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]


Hey... guys I would really appreciate some feedback on this, it's my first map and I want to hear from some other mapmakers but this seems to just be getting overlooked. Also it's been ported over to HotS. I'm not too sure how to go about balancing it for high level play as I don't really have any testers...

Thanks,
CloudMage

I have but one question: what exactly was your goal when creating the design for this map?
Twitter: @iamcaustic
Semmo
Profile Joined June 2011
Korea (South)627 Posts
February 18 2013 04:20 GMT
#836
On February 17 2013 04:13 monitor wrote:
Finally got a WIP that I think I can get behind. My initial concern with the map is blink stalkers, but otherwise I can't think of many issues. The eggs can be killed, but they have a lot of hp. Counterclockwise has an "easier" third, but it does have cliff behind it. The middle expos provide an aggressive expo for position balance. Rush distances are shortish but I'm not too concerned considering the layout of the map.
[edit] The map stemmed from a discussion about crazy maps in SC2. I have been trying to work on my 4p map skills, and this is an attempt at a crazy map.

[image loading]


Damn it, I had an extremely similar map coming along...
Mapmaker of Frost, Fruitland and Bridgehead
monitor
Profile Blog Joined June 2010
United States2404 Posts
February 18 2013 06:37 GMT
#837
On February 18 2013 13:20 Semmo wrote:
Show nested quote +
On February 17 2013 04:13 monitor wrote:
Finally got a WIP that I think I can get behind. My initial concern with the map is blink stalkers, but otherwise I can't think of many issues. The eggs can be killed, but they have a lot of hp. Counterclockwise has an "easier" third, but it does have cliff behind it. The middle expos provide an aggressive expo for position balance. Rush distances are shortish but I'm not too concerned considering the layout of the map.
[edit] The map stemmed from a discussion about crazy maps in SC2. I have been trying to work on my 4p map skills, and this is an attempt at a crazy map.

[image loading]


Damn it, I had an extremely similar map coming along...


Images or it didn't happen!
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2013-02-19 01:20:07
February 19 2013 01:05 GMT
#838
On February 17 2013 17:28 CloudMage wrote:
Show nested quote +
On February 11 2013 14:06 CloudMage wrote:
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]


Hey... guys I would really appreciate some feedback on this, it's my first map and I want to hear from some other mapmakers but this seems to just be getting overlooked. Also it's been ported over to HotS. I'm not too sure how to go about balancing it for high level play as I don't really have any testers...

Thanks,
CloudMage

Welcome to the wip thread. XD

So basically this is Ohana with some different proportions and distances, with a harass cliff wrapping around the 5th base. Nothing wrong with that per se, but not breaking any new ground really. The expansion progression is alright, and spacing is a little open in general. There's just not much to say about it as a map.

If you like this one especially, what do you find compelling about it? That would help us give you feedback. Otherwise just keep trying different things and bring them here to be called out for imba.


@monitor: Maybe you can put some small gold patches on both sides of the eggs to make it easy to get workers through? Like that BW map that had helper patches for mineral sliding through the eggs, forget the name. My concern with this map is that the center bases create hallways between adjacent spawns that make it a bit easy for protoss to push with a forcefield army. Not sure if it's really a problem, but I just feel like it'd be nicer to have another route.


@GDR: Can you flesh it out a bit more and then give your current thoughts? It's hard to really call anything atm.


@caustic: Mmmm eye candy.


@melt: What if you did this? + Show Spoiler [picture] +
[image loading]


This would give extra incentive (perhaps counterintuitively) to taking the lowground full 3rd base, because an attack could still come to the corner 3/4 3rd base going the LONG way around. But that corner it still much more secure. Also it makes those towers matter in the early game too!
Comprehensive strategic intention: DNE
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2013-02-19 01:45:13
February 19 2013 01:43 GMT
#839
Recent attempt at something to make 4p mirror more interesting:

[image loading]

All spawns. Distances are slightly different, ranging from about 125-165, aka about 45-60s. The double sided bases are equivalent to 6m1hyg, with 3 patches at 700/500/300 to mine through faster. The "big" side is therefore 7m2hyg, but you have to distance mine the gas unless you put two town hall.

I'm thinking about putting healing pads at 3/9 oclock. Thoughts?
Comprehensive strategic intention: DNE
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
February 19 2013 01:59 GMT
#840
^ That is quite cool, I like the use of non standard terrain, especially the positioning of the mineral lines. Although I am afraid that the 12 and 6 o clock bases might bug out the worker AI, I suppose you have you tested them?
I like it although I was picturing top v bottom only spawns at first, close by ground seems pretty close.
~ ~ <°)))><~ ~ ~
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