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Work In Progress Melee Maps - Page 46

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
MEzrezzed
Profile Joined March 2013
United States11 Posts
Last Edited: 2013-03-09 02:37:53
March 09 2013 02:37 GMT
#901
First post and first map.

Any feedback would be appreciated.

[image loading]
Players: 2
Size: 128x128
Towers: 2
NonameAI
Profile Joined October 2012
127 Posts
Last Edited: 2013-03-09 15:25:41
March 09 2013 15:16 GMT
#902
Hey guys. I think this map is goig pretty well, but after some testing, its just deathball v. deathball on one half of the map. I seriously need to do something with the empty space in front of the natural bases that promotes pronged attacks, and stops armies from just being able to stomp across the map. So yeah. Long story short, can someone recommend a way to fill that empty space?

-Playable 156x173
-Bel'Shir Crypts
-Feel free to download and edit and play
[image loading]

http://imgur.com/fdmlmer

EDIT: And yes, I noticed the problem with the 4th bases' gases. That was an accident
lorestarcraft
Profile Joined April 2011
United States1049 Posts
March 09 2013 15:27 GMT
#903
@icetoad. I kinda like it. The bases do seem to be on the "hard to defend" side of things though.
SC2 Mapmaker
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
March 09 2013 17:09 GMT
#904
On March 09 2013 11:37 MEzrezzed wrote:
First post and first map.

Any feedback would be appreciated.

[image loading]
Players: 2
Size: 128x128
Towers: 2
Aesthetics concerned it's a marvelous attempt for a first try, some issues that immediately sufrace though:

- 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
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
FlyingBeer
Profile Blog Joined June 2012
United States262 Posts
March 10 2013 00:54 GMT
#905
@icetoad I think your main, nat, and third layout is very workable which is the hardest and most important part of a map so good job there. After that though, I'm not sure where players are supposed to take a fourth or a fifth. If you added two ramps leading up to the "island" bases in the top center and bottom center, those might work as a fourth. You've also got a lot of unused space in the center, top left, and bottom right corners of the map that is too far away from the action to really be used for anything in the matches. You might want to consider shrinking the map and bringing everything a little closer together or adding an extra base or two somewhere.

@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
Profile Blog Joined May 2012
Albania1482 Posts
March 10 2013 10:38 GMT
#906
Currently working on this:

[image loading]

All expos having only one geyser are rich geysers. I felt a forward 4hm1hg base would be a good experiment.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Fatam
Profile Joined June 2012
1986 Posts
March 11 2013 03:24 GMT
#907
Locked out of the HOTS editor for the moment but playing around with a few layouts in the WOL editor. Here's one.

[image loading]

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.
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
monitor
Profile Blog Joined June 2010
United States2404 Posts
March 11 2013 03:46 GMT
#908
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 +
[image loading]


Another WIP 4p map:
+ Show Spoiler +
[image loading]


Alternate Blunderbuss (though I'm not going to use it):
+ Show Spoiler +
[image loading]
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
algue
Profile Joined July 2011
France1436 Posts
March 11 2013 14:33 GMT
#909
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 +
[image loading]




This one needs a fighting spirit like base on the middle of the map !
rly ?
Koltronn
Profile Joined February 2013
United States29 Posts
March 12 2013 18:27 GMT
#910
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?
Naw man, I'm good.
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2013-03-12 18:48:29
March 12 2013 18:45 GMT
#911
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-
Profile Joined August 2011
United States2141 Posts
March 12 2013 23:49 GMT
#912
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 +
[image loading]


Is this supposed to be based on Jade?
vibeo gane,
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
March 13 2013 20:40 GMT
#913
Finishing up this:

[image loading]

- 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.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Coppermantis
Profile Joined June 2012
United States845 Posts
March 15 2013 00:50 GMT
#914
[image loading]

[image loading]

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.

The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2013-03-15 01:26:54
March 15 2013 01:26 GMT
#915
You left out some bases ^_^
I like the theme.
Moderatorshe/her
TL+ Member
Coppermantis
Profile Joined June 2012
United States845 Posts
March 15 2013 01:37 GMT
#916
On March 15 2013 10:26 The_Templar wrote:
You left out some bases ^_^
I like the theme.


I know, it's not done.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
March 15 2013 02:02 GMT
#917
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
Moderatorshe/her
TL+ Member
Coppermantis
Profile Joined June 2012
United States845 Posts
March 15 2013 03:07 GMT
#918
It's 'cause I had copy/pasted the other bases in and decided to take a break and work on the aesthetics, then forgot to finish the rest. :|

But this isn't really important. What do you think of the actual layout?
Nezgar
Profile Joined December 2012
Germany534 Posts
March 15 2013 16:47 GMT
#919
I am currently working on two different 2vs2 maps, both of which still need proper aesthetics and finishing touches.

(4) Eschaton
[image loading]
164x150 playable
Main and natural can both be walled with 3 3x3 and 1 2x2 building. The third is 6m1hyg.

(8) Sheol
[image loading]
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
Profile Joined January 2011
United Kingdom435 Posts
Last Edited: 2013-03-16 17:12:46
March 16 2013 16:55 GMT
#920
On March 15 2013 09:50 Coppermantis wrote:
+ Show Spoiler +
[image loading]



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

[image loading]


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.
Wise men speak because they have something to say, fools; because they have to say something - Plato
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