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Work In Progress Melee Maps - Page 48

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
Elche
Profile Joined June 2011
Finland170 Posts
March 27 2013 20:21 GMT
#941
Map Bounds 136x136
Already published as "Hadeon" if somebody wants to try it out.
Still making adjustments and textures so decided to post an image here to hear your thoughts.
[image loading]
Coppermantis
Profile Joined June 2012
United States845 Posts
Last Edited: 2013-03-28 01:04:14
March 28 2013 00:50 GMT
#942
[image loading]

Here's what it looks like now.
lil emo
Profile Blog Joined December 2012
France109 Posts
March 28 2013 11:37 GMT
#943
[image loading]
Quarantine, a feeble attempt at trying to get a "competitive" 1v1 map.
Try and see (and do tell) which map's resources layout i blatantly stole
Visuals are temporary.. the idea is to make mains feel like entrenched camps

ps: + Show Spoiler +
I get acne flashbacks from doing 1v1 maps
never was so much owed by so many to so few (W Churchil)
algue
Profile Joined July 2011
France1436 Posts
March 29 2013 16:53 GMT
#944
On March 28 2013 20:37 lil emo wrote:
[image loading]
Quarantine, a feeble attempt at trying to get a "competitive" 1v1 map.
Try and see (and do tell) which map's resources layout i blatantly stole
Visuals are temporary.. the idea is to make mains feel like entrenched camps

ps: + Show Spoiler +
I get acne flashbacks from doing 1v1 maps


You just destroyed Cloud Kingdom
rly ?
SullySunshine
Profile Joined May 2012
Australia3 Posts
April 01 2013 02:51 GMT
#945
hey guys, Thought I would post and get the some feedback on my map thanks

[image loading]

[image loading]
Coppermantis
Profile Joined June 2012
United States845 Posts
April 01 2013 05:07 GMT
#946
Is that for 2v2 or 1v1? Because if that's 1v1 then there are four bases on two chokes which are so close to one another that they might as well be one choke.
SullySunshine
Profile Joined May 2012
Australia3 Posts
April 01 2013 10:06 GMT
#947
It is meant to be played as a 2v2 map
Coppermantis
Profile Joined June 2012
United States845 Posts
April 01 2013 19:27 GMT
#948
Ah, in that case that's not a problem.
lil emo
Profile Blog Joined December 2012
France109 Posts
April 02 2013 11:06 GMT
#949
+ Show Spoiler +
On March 30 2013 01:53 algue wrote:
Show nested quote +
On March 28 2013 20:37 lil emo wrote:
[image loading]
Quarantine, a feeble attempt at trying to get a "competitive" 1v1 map.
Try and see (and do tell) which map's resources layout i blatantly stole
Visuals are temporary.. the idea is to make mains feel like entrenched camps

ps: + Show Spoiler +
I get acne flashbacks from doing 1v1 maps


You just destroyed Cloud Kingdom


thanks, your encouragement is really helpful
never was so much owed by so many to so few (W Churchil)
Kruxxen
Profile Joined April 2010
United States149 Posts
April 02 2013 11:41 GMT
#950
He's right though, it's an identical map with some completely useless extra highground around the outside. It looks like you just opened Cloud Kingdom, changed the tileset, extended the bounds and threw some random nonsense around the edges.
Aircooled
Profile Joined July 2012
United States79 Posts
April 03 2013 04:28 GMT
#951
The main reason I'm posting this here is because I'm a bit concerned it's too chokey, but I think there might be enough counter attack paths that it's okay. Also the towers might be a little powerfull, but you can destroy them by destroying the rocks, so maybe not. 112x152
[image loading]
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 03 2013 05:04 GMT
#952
^ Is that Bowser's castle? XD

I don't think it's too chokey, every tight area has open areas on all sides.



To various recent posters: it's usually better to post a wip picture with little to no texturing because it's far easier to read the map. Pretty pictures are for map threads.
Comprehensive strategic intention: DNE
Turias
Profile Joined April 2013
United Kingdom4 Posts
April 03 2013 10:19 GMT
#953
Hi all, pretty new at this, would appreciate feedback. I have read up plenty but I don't really have much idea what I'm doing.

http://img221.imageshack.us/img221/2168/chartrenchj.jpg

http://img853.imageshack.us/img853/2763/chartrench2.jpg
lil emo
Profile Blog Joined December 2012
France109 Posts
Last Edited: 2013-04-03 11:26:37
April 03 2013 11:20 GMT
#954
euhhh.. did I not type that "visuals are temporary"?
Sorry to seem obtuse but I thought that displaying the intent of the map was the principle of the thread, I must be old.
This is a mip, and I am paying homage to (arguably) one the most "accepted" map in the pool. I'm making a 1 vs 1 vs ai with custom units and (I hope) a story/trigger layered in ... the map is to eventually start with maxed opponents vs the op ai (making players "ally prompt" in the early to mid game.. as for the visuals.. I haven't even started..
I was ecstatic to have my galaxy whole once more and I wanted to share (that's all I ever want to do anyway) my enthusiasm ..
guess grand theft is not something you condone.. next time I'll showcase the map with no recognizable details/features .. and see if I get torched or even busted
+ Show Spoiler +
[image loading]

edit: killing not funny typos
never was so much owed by so many to so few (W Churchil)
algue
Profile Joined July 2011
France1436 Posts
April 03 2013 14:00 GMT
#955
On April 03 2013 13:28 Aircooled wrote:
The main reason I'm posting this here is because I'm a bit concerned it's too chokey, but I think there might be enough counter attack paths that it's okay. Also the towers might be a little powerfull, but you can destroy them by destroying the rocks, so maybe not. 112x152
[image loading]


I thin that your map is way to small to take a 3rd base. You should enlage the middle or increase the rush distance by blocking the direct path.
rly ?
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2013-04-03 17:45:41
April 03 2013 17:37 GMT
#956
On April 03 2013 20:20 lil emo wrote:
euhhh.. did I not type that "visuals are temporary"?
Sorry to seem obtuse but I thought that displaying the intent of the map was the principle of the thread, I must be old.
This is a mip, and I am paying homage to (arguably) one the most "accepted" map in the pool. I'm making a 1 vs 1 vs ai with custom units and (I hope) a story/trigger layered in ... the map is to eventually start with maxed opponents vs the op ai (making players "ally prompt" in the early to mid game.. as for the visuals.. I haven't even started..
I was ecstatic to have my galaxy whole once more and I wanted to share (that's all I ever want to do anyway) my enthusiasm ..
guess grand theft is not something you condone.. next time I'll showcase the map with no recognizable details/features .. and see if I get torched or even busted
+ Show Spoiler +
[image loading]

edit: killing not funny typos

That wasn't directed at you, although you're included. The textures on your map are pretty readable, as posted. The decals and rocks make it harder to see though. You can turn those off for a screenshot/image export. It's also better to zoom in more until the edges of the map are at the edges of the picture, or even a little beyond them. For example, look at the first picture turias posted.



On April 03 2013 19:19 Turias wrote:
Hi all, pretty new at this, would appreciate feedback. I have read up plenty but I don't really have much idea what I'm doing.

http://img221.imageshack.us/img221/2168/chartrenchj.jpg

http://img853.imageshack.us/img853/2763/chartrench2.jpg

This doesn't look too bad. Overall it's kind of a simplified version of the Crux 2player design mantra: blocked center path, wide split 2way path between the sides, bases layed out along a wing to take in succession, everything maneuvrable and fluid. Which is to say, it's not a bad idea but it's kind of boring, but that's not important for a first map, especially if you're doing other things right.

The tower areas are pretty awkward, but that might be okay because it's a defining feature of the map. The center pathway should definitely be wider. Right now a couple mines and a tank can hold that against 50 supply (exaggerating but still). The bases are all a little easy to hold, which is because the pathway around the map without the center destroyed is really long compared to the relatively short distance to your 3rd bases and the 4th/5th in the corner. It turns this map into a default-macro style. If this is not what you're going for, try changing the entrances to the vertical edge bases and maybe moving them farther away.

You might want to leave a small gap in the rocks in the center for scouting units to get through. It's really hard to scout on this map.

Oh also, use the image upload feature built into TL so the images appear inline and at the right size.




@SullySunshine: It's not a bad map at all, it's certainly as good or better than the current ladder choices. (Which are overall quite yucky, but still.) This map is so long that players should quickly get 2 bases, then... the 3rd bases are really far away so it becomes either 1) aggression with an expansion behind it (better hope they're bad) OR 2) super mobile map control style threatening counters and catching them for 2v1 fights OR 3) very passive (unlikely in 2v2). It's hard for the players to work together unless they're just all-in'ing, since the bases are so far apart... opposite sides of the map in fact.
Comprehensive strategic intention: DNE
algue
Profile Joined July 2011
France1436 Posts
April 03 2013 20:42 GMT
#957
On April 02 2013 20:06 lil emo wrote:
+ Show Spoiler +
On March 30 2013 01:53 algue wrote:
Show nested quote +
On March 28 2013 20:37 lil emo wrote:
[image loading]
Quarantine, a feeble attempt at trying to get a "competitive" 1v1 map.
Try and see (and do tell) which map's resources layout i blatantly stole
Visuals are temporary.. the idea is to make mains feel like entrenched camps

ps: + Show Spoiler +
I get acne flashbacks from doing 1v1 maps


You just destroyed Cloud Kingdom


thanks, your encouragement is really helpful


Well you asked "Try and see (and do tell) which map's resources layout i blatantly stole "
I just answered your question, you blatanty stole cloud kingdom's base layout.
rly ?
Turias
Profile Joined April 2013
United Kingdom4 Posts
April 03 2013 22:16 GMT
#958

Which is to say, it's not a bad idea but it's kind of boring, but that's not important for a first map, especially if you're doing other things right.


Thanks! I know it's a bit simple, but I was just aiming to get the basics right, something balanced and symmetrical.

The center pathway should definitely be wider. Right now a couple mines and a tank can hold that against 50 supply (exaggerating but still). The bases are all a little easy to hold, which is because the pathway around the map without the center destroyed is really long compared to the relatively short distance to your 3rd bases and the 4th/5th in the corner. It turns this map into a default-macro style. If this is not what you're going for, try changing the entrances to the vertical edge bases and maybe moving them farther away.


Thanks for this advice, you've got some great ideas. Tough to make the trench in the middle wider without increasing the map bounds and shifting everything around. The distance between bases I actually went to great effort to lengthen! Afraid I'm not sure what bases you mean when you say 'vertical edge' bases.

You might want to leave a small gap in the rocks in the center for scouting units to get through. It's really hard to scout on this map.


Interesting idea, thanks.

Oh also, use the image upload feature built into TL so the images appear inline and at the right size.


Tried, due to being a new user am unable to post images.

Have made some changes base don what you said, thanks again, tell me what you think. I've cut the path to the 3rd to widen the middle, also changed the tower platforms to open the map up a bit. Still think You are right about being easy to defend, not sure how I will deal with that atm. Perhaps open another ramp into the natural.

http://img191.imageshack.us/img191/4936/chartrenchj2.jpg


TheFish7
Profile Blog Joined February 2012
United States2824 Posts
April 03 2013 23:44 GMT
#959
@SullySunshine; That is a pretty good layout. Nice use of the new tileset as well. I think it would work fairly well as is, but I'll make some observations and you can do what you'd like with them. The naturals are fairly open compared to some of the newer Blizzard 2v2 maps. This is somewhat mitigated by how you divided the main attack routes in two, but overall I feel the openness will be better for zerg teams in general. Taking a 3rd base may be somewhat challenging since your armies will have to move out of position to defend them, although because you have several out of the way bases to take this lends itself to skilled teams using more mobile armies to secure bases. It will lead to positional battles and make it tough to expand with impunity, but it looks like you may have been going for that. That said, once you have secured a 3rd it becomes easy to go up to 4, 5, 6 bases. A team that controls the middle high ground gets access to two full gold bases and two more regular bases. For this reason I would strongly advocate removing two bases in the center of the map, if it were me I would replace the two gold bases with regular 8m2g and get rid of the additional 8m2g bases on the central low ground.

@turias I have to say I liked the first version better, the choke in the middle is still too small and the 12 oclock / 6 oclock bases as well as the area outside the natural feel awkward now. I feel that if you just took the first version and made the central path larger, you'd have a more interesting map. I don't think you need to get rid of the path from the natural to the 12/6 oclock bases, instead just make those bases easier for the opponent to get at, perhaps by repositioning or adding a ramp.
~ ~ <°)))><~ ~ ~
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 04 2013 04:37 GMT
#960
@turias: I agree with everything above; the first version was better. The middle choke needs to widen. In my opinion, the corners should be changed so that you don't have easy base -> easy base -> nearby gold base. It could probably just be 2 bases instead of 3 in fact, but you could fit in 3 if you want, just with more isolation between them.
Comprehensive strategic intention: DNE
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