Any feedback would be appreciated.
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![[image loading]](http://i.imgur.com/Xf5qRVT.jpg?1?9573)
Players: 2
Size: 128x128
Towers: 2
Forum Index > SC2 Maps & Custom Games |
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin | ||
MEzrezzed
United States11 Posts
Any feedback would be appreciated. ![]() ![]() Players: 2 Size: 128x128 Towers: 2 | ||
NonameAI
127 Posts
-Playable 156x173 -Bel'Shir Crypts -Feel free to download and edit and play http://imgur.com/fdmlmer EDIT: And yes, I noticed the problem with the 4th bases' gases. That was an accident | ||
lorestarcraft
United States1049 Posts
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SiskosGoatee
Albania1482 Posts
On March 09 2013 11:37 MEzrezzed wrote: Aesthetics concerned it's a marvelous attempt for a first try, some issues that immediately sufrace though:First post and first map. Any feedback would be appreciated. ![]() ![]() Players: 2 Size: 128x128 Towers: 2 - the ramp to the natural is in a really awkward position to the townhall there itself, meaning the attacker will have a weird concave against someone rushing down their ramp to defend - this leads to no 'townhall wall' and no normal wall really being feasible, you need one of both, especially in TvZ or PvZ to not lead to problems - the gold base above the natural can easily be dropped to assault the natural, it takes a very long way to reach this, most people think that for fourths or even thirds this is fine but for naturals it's a bit too much - the way the possible thirds are structured makes them very hard to take, they are too far away from the naturals | ||
FlyingBeer
United States262 Posts
@NoNameAI Your map has the very common problem of combining super wide open spaces with small ramps. Get rid of a ton of space in the center, and bring everything a lot closer together. Also, try to identify 3 or 4 attack paths leading from one natural to the other. Those should vary in size all along the route, but generally get a little wider in the middle, and smaller closer to the naturals. Figure out where your thirds and fourths are, and figure out spacings and distances between them that make them not too hard but not too easy to take. It's easiest to identify maps with similar natural to third layouts and look at how close together those are and the sizes involved. @MEzrezzed I definitely agree with Siskos about the gold bases providing too easy of an attack spot against the natural that is too hard to defend. You've also got what looks like a secondary ramp into both the main and the natural. Get rid of at least one of those; probably the one into the main. You can move and rotate the center bases a little bit and then just add a second ramp pointing towards the naturals to create a viable third. The attack paths look pretty good, but might be slightly too "chokey" overall. | ||
SiskosGoatee
Albania1482 Posts
![]() All expos having only one geyser are rich geysers. I felt a forward 4hm1hg base would be a good experiment. | ||
Fatam
1986 Posts
![]() ![]() I highlighted the watchtower ranges b/c the exact range is pretty important (whether you can see up the rocked ramp or not, whether you have vision of the third's mineral line). Current implementation they help the defender see up onto those highgrounds. | ||
monitor
United States2403 Posts
WIP 4p map: + Show Spoiler + ![]() Another WIP 4p map: + Show Spoiler + ![]() Alternate Blunderbuss (though I'm not going to use it): + Show Spoiler + ![]() | ||
algue
France1436 Posts
On March 11 2013 12:46 monitor wrote: Here's some stuff I've been doing. Either of these WIPs worth finishing? Also, feel free to use any of the ideas in these maps! WIP 4p map: + Show Spoiler + ![]() This one needs a fighting spirit like base on the middle of the map ! | ||
Koltronn
United States29 Posts
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Samro225am
Germany982 Posts
On March 13 2013 03:27 Koltronn wrote: Is there a way to copy-paste/ rotate parts of the map that you made so that you only need to actually create half the map and then make it symmetrical? you want to go here! + Show Spoiler [answer] + in terrain mode select area you want to copy, go to edit>rotate or flip, paste. piece of cake. same goes for objects or doodads. in the edit options you can activate or deactive texture/terrain/water. | ||
-NegativeZero-
United States2141 Posts
On March 11 2013 12:46 monitor wrote: Here's some stuff I've been doing. Either of these WIPs worth finishing? Also, feel free to use any of the ideas in these maps! WIP 4p map: + Show Spoiler + ![]() Is this supposed to be based on Jade? | ||
SiskosGoatee
Albania1482 Posts
![]() - natural is fairly open with an icarus base (4m2hm1hg) - forward 4hm1hg 'gold base' - Island bases with harassable minerals from the main land which can also be use to harass another expansion from the lowground. | ||
Coppermantis
United States845 Posts
![]() ![]() Important notes: Red lines indicate the areas which ground units can path, since they're underneath an arch which can't be identified from above. The forward half bases have High Yield gas. The ground underneath the straight overpasses is unpathable. There's some ugly work with No Fly Zones on the highways, but essentially air units can fly under the arches just like air units can, but are at the same height as the straight overpasses and thus cannot pass through them. | ||
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The_Templar
your Country52797 Posts
I like the theme. | ||
Coppermantis
United States845 Posts
On March 15 2013 10:26 The_Templar wrote: You left out some bases ^_^ I like the theme. I know, it's not done. ![]() | ||
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The_Templar
your Country52797 Posts
On March 15 2013 10:37 Coppermantis wrote: Show nested quote + On March 15 2013 10:26 The_Templar wrote: You left out some bases ^_^ I like the theme. I know, it's not done. ![]() You left out, like, 4 bases. How long does that take? XD | ||
Coppermantis
United States845 Posts
But this isn't really important. What do you think of the actual layout? | ||
Nezgar
Germany525 Posts
(4) Eschaton ![]() 164x150 playable Main and natural can both be walled with 3 3x3 and 1 2x2 building. The third is 6m1hyg. (8) Sheol ![]() 164x168 playable All spawn positions enabled. Gas in the main is out of siegetank range. I'd be glad for any critics or comments as I am struggling with creating the right aesthetics. It would be great if anyone would like to play a couple of 2vs2 games on those maps as I really don't know how those play out. Creating the right size for 2vs2 games is really difficult. Sometimes it feels too small, sometimes it feels too large. | ||
BlindSC2
United Kingdom435 Posts
That looks awesome so far man, love the theme. Only thing for me (as a novice) is that the opposing ramps between the natural and high ground third look a little 'clunky' to me, for lack of a better word. Not sure if they should be changed themselves, or just some some texturing/objects there to balance it out a bit. Album of Pics ![]() I've been working on this map here and there for a while. It's still in its infant stage, naked of any textures and still being tweaked, but I thought I would like some feedback on it. Nothing about it is not open for change. It's pretty big (192x128), especially for a two player map. The general feel of it I think is that there are many paths, and many chokes, but yet very few areas feel too tight for comfort. Despite it being big, the path from main ramp to main ramp is near a straight line, and so travel time for a worker is 40 seconds. The main - medium/small sized, roughly the same size as cloud kingdom's. Has two small ramps, one leading to the natural, one leading out to the map. Plateau between ramp overlooks the 4x2 rocks that block the second entrance to the natural. Two choices of third/fourth, roughly equal distances, one on low ground and slightly more closed, one closer to opponent and slightly more open. Corner base is one option for a fourth/fifth, low ground and far away. Centre base is the other; high yield (debating about this with myself), very vulnerable from multiple directions but walled slightly by cliffs. Rear of base is open to attack via a small path blocked by rocks that also connects the thirds of the two players. Centre in general is overseen by a watchtower, is relatively open but terrain creates various mini-paths. Main is relatively secure from air play due to the lack of dead space around it (bounds shown on second pic in album), but the natural and low ground third are vulnerable later on. A couple of places for proxxy play, in the southern third being most obvious, especially for stargates/ports. There aren't any 'islands' on the map, assume any isolated cliffs are non-path-able. | ||
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