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Work In Progress Melee Maps - Page 47

Forum Index > SC2 Maps & Custom Games
Post a Reply
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Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
algue
Profile Joined July 2011
France1436 Posts
March 17 2013 14:04 GMT
#921
On March 17 2013 01:55 BlindSC2 wrote:


Album of Pics

[image loading]




Most of the ramps have to be changed, people don't like horizontal and vertical ramps
The base layout is weird

The only thing i really like on this map are the two center bases forcing the players to moveif they cut the map in half but with the current layout I don't think they will ever get more than 3 bases.
rly ?
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
March 17 2013 17:09 GMT
#922
On March 16 2013 01:47 Nezgar wrote:
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.
2v2 scene doth need some love. I personally don't like how every location has 2 expansions though. It also highlights the huge misconception a lot of people have about 2v2 and why they think it's all all inning. They invite it because both of their players expand in the early game which you can't actually do, only one can expand and you're fine. i mean, see it like you play some mod where you start the game with 2 townhalls and 12 workers. Would you then say 'Aww, what the hell, let's just double FE.'? Not really, the other player would easily kill you then. Yet in 2v2, you often see both players FE'ing, you really can't do that in most matchups.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Nezgar
Profile Joined December 2012
Germany535 Posts
March 17 2013 20:07 GMT
#923
On March 18 2013 02:09 SiskosGoatee wrote:
Show nested quote +
On March 16 2013 01:47 Nezgar wrote:
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.
2v2 scene doth need some love. I personally don't like how every location has 2 expansions though. It also highlights the huge misconception a lot of people have about 2v2 and why they think it's all all inning. They invite it because both of their players expand in the early game which you can't actually do, only one can expand and you're fine. i mean, see it like you play some mod where you start the game with 2 townhalls and 12 workers. Would you then say 'Aww, what the hell, let's just double FE.'? Not really, the other player would easily kill you then. Yet in 2v2, you often see both players FE'ing, you really can't do that in most matchups.


I appreciate that you took time to respond, though I have to disagree with a couple of things you said. Both players in a team going for a FE should always be a viable strategy. Just because you CAN take a fast expand doesn't mean that you have to. What you are proposing is a layout where you HAVE to expand asymetrical because the map is designed in that way. One of the new maps that uses that concept is Reflection which is one of the worst maps that blizzard ever made. In some matchups the player who doesn't take the inbase expand literally can not ever expand if the enemy doesn't want him to which then, in return, leads to all-in(ish) games because one player HAS to stay on one base in order to play the maps.
What you proposed is like deleting the natural and third on Antiga Shipyard so that you have to expand into the middle of the map (which you simply can't do as some races) because if everyone could FE on that map, then everyone will do it.

Most 2vs2 games result in cheesing and all-ining each other because they have no viable way of expanding until 15 minutes into the game while the rush distance between the bases is even shorter than on Steppes of War and the natural is more open than on Xel'Nage Cavers or similar maps. From my personal experience the best 2vs2 games that I play have been on maps like Molten Crater where you have the option between:
-1 player FE
-Both FE
-Blink/Nydus/Drop play
-Proxy cheeses, Cannon rushes
-Every possible kind of all-in
-Macro game to 3-4 bases

Molten Crater has easy to defend naturals, a shared choke, accessable mainbases, multiple attack paths and third bases which can actually be taken in a normal game. On other maps you have much less income due to harder/later to take expands. 2vs2 feels pretty much like 1vs1 during WoL Beta. The meta and maps have shifted in 1vs1 away from that single base playstyle towards maps that leave it up to you to choose your own gameplay. But let's not delve too deep into the general 2vs2 problem and what's wrong with it as that warrants a thread on its own.
I decided to go for such a layout because we already have too many maps where the only way to play it is asymetrical and/or all-in(ish). There is a serious lack of maps where you can play more than a single strategy. And, most of it, there is a serious lack of properly sized maps that allow for macro games.
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
March 17 2013 20:57 GMT
#924
On March 18 2013 05:07 Nezgar wrote:
Show nested quote +
On March 18 2013 02:09 SiskosGoatee wrote:
On March 16 2013 01:47 Nezgar wrote:
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.
2v2 scene doth need some love. I personally don't like how every location has 2 expansions though. It also highlights the huge misconception a lot of people have about 2v2 and why they think it's all all inning. They invite it because both of their players expand in the early game which you can't actually do, only one can expand and you're fine. i mean, see it like you play some mod where you start the game with 2 townhalls and 12 workers. Would you then say 'Aww, what the hell, let's just double FE.'? Not really, the other player would easily kill you then. Yet in 2v2, you often see both players FE'ing, you really can't do that in most matchups.


I appreciate that you took time to respond, though I have to disagree with a couple of things you said. Both players in a team going for a FE should always be a viable strategy. Just because you CAN take a fast expand doesn't mean that you have to. What you are proposing is a layout where you HAVE to expand asymetrical because the map is designed in that way. One of the new maps that uses that concept is Reflection which is one of the worst maps that blizzard ever made. In some matchups the player who doesn't take the inbase expand literally can not ever expand if the enemy doesn't want him to which then, in return, leads to all-in(ish) games because one player HAS to stay on one base in order to play the maps.
What you proposed is like deleting the natural and third on Antiga Shipyard so that you have to expand into the middle of the map (which you simply can't do as some races) because if everyone could FE on that map, then everyone will do it.
This isn't a problem of maps, this is just how 2v2 works. You cannot both FE, the others will kill you. It's the same thing as double expnading, it's just too risky. Even on maps that have a natural for both players inbase it has never worked.

Most 2vs2 games result in cheesing and all-ining each other because they have no viable way of expanding until 15 minutes into the game while the rush distance between the bases is even shorter than on Steppes of War and the natural is more open than on Xel'Nage Cavers or similar maps. From my personal experience the best 2vs2 games that I play have been on maps like Molten Crater where you have the option between:
-1 player FE
-Both FE
-Blink/Nydus/Drop play
-Proxy cheeses, Cannon rushes
-Every possible kind of all-in
-Macro game to 3-4 bases


No, most people all in in 2v2 games because a lot of people decide to both FE by which you can't hold it if both opponents one base. Map layout can't fix this apart from making huuuuuge maps. You just won't have enough units. It's like double expanding when you're on 2 bases. You will die to a hard 2base push.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Aircooled
Profile Joined July 2012
United States79 Posts
March 18 2013 00:38 GMT
#925
One of my first hopefully decent 4p maps. What do you think? I feel like the third is still a bit open on the right side but maybe not idk. Oh and ignore the tower on the bottom. 152x152 [image loading]
KingCorwin
Profile Joined February 2013
United States134 Posts
March 19 2013 12:09 GMT
#926
Hey guys KingCorwin here, you can check out the progress of this map on my stream at www.twitch.tv/kingcorwin

(2) The Dread Vault
Map Boundaries: 140x152
Not yet published (bnet server maintenance)
[image loading]
Corwin#12780
sandstorm
Profile Joined June 2012
8 Posts
March 23 2013 10:18 GMT
#927
Northland

[image loading]


144x144

Just a normal melee map I have worked with.
If I get some good respond I will fix the textures and doodads.
I uploaded an old version to EU where the main is smaller.
Meltage
Profile Joined October 2010
Germany613 Posts
March 24 2013 13:16 GMT
#928
(2v2)Recreation Station

[image loading]

I have published this on HotS EU as Recreation Station.
http://mentalbalans.se/aggedesign
Syphon8
Profile Joined July 2010
Canada298 Posts
March 25 2013 14:27 GMT
#929
As always Meltage, a beautiful map.

Layout I made a couple days ago:

[image loading]

The playable area is 136x136, but the only places it exceeds 128x128 are the top right and bottom left.
',:/
lil emo
Profile Blog Joined December 2012
France109 Posts
March 25 2013 18:08 GMT
#930
I fixed my galaxy ... I can add units and doodads WWWWWWAAAAAAAAAAA houUUUUUUUU

[image loading]

i feel a not so slight .r.ct..n

.. 8 player with destructibles and light emiters galore .. texture and refinement to come

(along with me)

.. so happy (still got no time to make maps .. but now I can, I'm gonna try crazy stuff .. see you soon for its showcasing)

:^P
never was so much owed by so many to so few (W Churchil)
FlyingBeer
Profile Blog Joined June 2012
United States262 Posts
March 25 2013 21:53 GMT
#931
On March 25 2013 23:27 Syphon8 wrote:
As always Meltage, a beautiful map.

Layout I made a couple days ago:

[image loading]

The playable area is 136x136, but the only places it exceeds 128x128 are the top right and bottom left.


I like the direction that this one is headed, however, I'm concerned that the orientation of the third gives too much of an advantage to siege tanks and colossi, and the bases in the top right and bottom left are too close together and there's not enough space around those areas.
FlyingBeer
Profile Blog Joined June 2012
United States262 Posts
March 25 2013 22:01 GMT
#932
On March 18 2013 09:38 Aircooled wrote:
One of my first hopefully decent 4p maps. What do you think? I feel like the third is still a bit open on the right side but maybe not idk. Oh and ignore the tower on the bottom. 152x152 [image loading]


This reminds me a lot of Tal'darim Altar, which is good. The only two comments I would make is that it seems like you have a lot of unnecessary space in the center that could be shortened to increase the number of engagements, and the third directly in front of the natural should be repositioned so siege tanks can't hit them from behind.
moskonia
Profile Joined January 2011
Israel1448 Posts
March 25 2013 23:21 GMT
#933
On March 24 2013 22:16 Meltage wrote:
(2v2)Recreation Station

[image loading]

I have published this on HotS EU as Recreation Station.

This seems like a really nice 2v2 map, I like the collapsible rocks splitting bases idea, but I do think that there is a pretty low amount of bases, I think 2-4 more bases would make the map better as it will allow to get into late macro games, although I guess 3 bases per base is enough

Shame that the 2v2 scene does not get any love, but if it will this map looks like a real contender for a standard map.
Coppermantis
Profile Joined June 2012
United States845 Posts
Last Edited: 2013-03-26 04:37:23
March 26 2013 04:31 GMT
#934
[image loading]
148x124

I don't really like the little highground pods north of the natural/third but meh.
NewSunshine
Profile Joined July 2011
United States5938 Posts
March 26 2013 08:47 GMT
#935
I don't typically post stuff in this thread, but...

[image loading]

I'm not finishing it, and thought it would be cool to share. <3 HotS
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Coppermantis
Profile Joined June 2012
United States845 Posts
March 26 2013 14:19 GMT
#936
[image loading]

Little change, added LOS blockers and XWTs.

Eeehhh, the blockers are invisible. They're lines that cross the central lowground starting from each XWT and going to the other side.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
March 26 2013 23:23 GMT
#937
@Aircooled - That is a pretty sweet 4p map. I like how the different attack paths lead around the map, but I am worried at how exposed the 3rd base is in certain matchups.

@Meltage - This is an awesome map for 2v2s. Actually the only part I'm hesitant about is the rocks that you can use to cut off your enemy's main ramps from one another, although I doubt it would be much of a problem since a smart team will know to defend it. The layout is well done.

@Coppermantis - Nice.. very interesting zig zag effect with the paths and positioning of the bases. Have you considered just getting rid of the highground pods north of the natural/third? I could see that spot working as low ground or at mid level ground but with small chokes or LOS blockers to create a similar effect as the ramps.

@NewSunshine - Not going to finish that? Well I hope you somehow have an even better reflective map in mind, cause that ones pretty good...
~ ~ <°)))><~ ~ ~
Coppermantis
Profile Joined June 2012
United States845 Posts
March 27 2013 07:04 GMT
#938
@TheFish7:

Oh, that's a good idea with the LOS blockers. I'll try that out; it would probably look and play less awkwardly
NewSunshine
Profile Joined July 2011
United States5938 Posts
March 27 2013 19:04 GMT
#939
On March 27 2013 08:23 TheFish7 wrote:
@NewSunshine - Not going to finish that? Well I hope you somehow have an even better reflective map in mind, cause that ones pretty good...

Well, I'm kinda working on a group of about 6 other WIP's that I've been developing over the months. I like it quite a bit, but... yeah.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
SidianTheBard
Profile Joined October 2010
United States2474 Posts
March 27 2013 19:19 GMT
#940
On March 27 2013 16:04 Coppermantis wrote:
@TheFish7:

Oh, that's a good idea with the LOS blockers. I'll try that out; it would probably look and play less awkwardly


Was coming to post the same exact thoughts. I think it'd just be better to make that high ground pod on the low ground or on the mid ground. You even said it yourself, that you don't really like it. So why keep it? It'd also open up that area a little bit, which is good because with that high ground pod it seems very choked off.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
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