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Work In Progress Melee Maps - Page 49

Forum Index > SC2 Maps & Custom Games
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Prev 1 47 48 49 50 51 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
lil emo
Profile Blog Joined December 2012
France109 Posts
April 08 2013 14:07 GMT
#961

Mip moving along:
[image loading]
There are 2 wip npcs: qxc and thorzain (catz to come)
It's playable and already a load of fun... playable on Arcade (eu): Stukov's zombies (the zombies are in the works)
It is made for 2 players (third is z in middle, still in the works) so you add an ai and do 3 teams
ps: Arcade // Stukov 's zombies // create // get 2 players and an ai for zerg .. launch and have fun
never was so much owed by so many to so few (W Churchil)
Turias
Profile Joined April 2013
United Kingdom4 Posts
Last Edited: 2013-04-08 17:40:16
April 08 2013 17:39 GMT
#962
lil emo, I don't think your map is really a melee map. melee means a standard sc2 map, no changes to A.I etc.

Thanks for your feedback on my Char Marsh map. It has been put to one side for the time being, but your ideas are being taken into account

This is my most recent project, not sure what tileset I feel like using, a moody green xel'naga temple or an umoja lab (Haven't seen a single good map on umoja yet and it has some awesome doodads). Or a greeny forest (A lot of jungles in sc2 but not many forests!)

Anyway, that's to be decided, first and foremost is layout. Tell me what you think.

[image loading]
lil emo
Profile Blog Joined December 2012
France109 Posts
April 09 2013 10:59 GMT
#963
I think you are right

The template for layout/ressources was meant to sway .. didn't work?

In any case maybe consider it as a silent protest from a mapmaker that feels there should not be getho in a ghetoized sub forum ... a wip is a wip a mip is a mip.. not to mention that having a wip thread for [A] would be so so ...

Promise I wont do it again (sorry Samro225am) ..

uhhh .. ps:+ Show Spoiler +
there is no spoon so i use your fingers
never was so much owed by so many to so few (W Churchil)
TechSc2
Profile Blog Joined September 2010
Netherlands554 Posts
Last Edited: 2013-04-09 16:04:51
April 09 2013 11:37 GMT
#964
Messed around with the tileset and this is a concept map that i made and i would like to share it for feedback

+ Show Spoiler +
[image loading]



Well i got it uploaded at least but don't kill me for the size lol. you need to open in new window or tab to see it properly.

For the record, it's a cross spawn only map.

I didn't really stop at the basic layout and test the map to much since i really wanted to learn most of the aspects of the editor.

So this is a simple made map just for the reason of receiving feedback on it from all points of views.

Fire away!
Twitch.tv/TechGTV / Twitter.com/TechGTV
lil emo
Profile Blog Joined December 2012
France109 Posts
April 09 2013 15:56 GMT
#965
windows mac or other allow for screenshots

just remember to "hide" the galaxy "palette" to get largest capture possible
the tl upload wants jpg, so thats the format you need ...
there are sharewares that change format ... i'm slow, but if you are stuck just ask (here ior pm), I'll help
(me loves nice pictures )
never was so much owed by so many to so few (W Churchil)
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
April 09 2013 22:29 GMT
#966
On April 09 2013 20:37 TechSc2 wrote:
Messed around with the tileset and this is a concept map that i made and i would like to share it for feedback

+ Show Spoiler +
[image loading]



Well i got it uploaded at least but don't kill me for the size lol. you need to open in new window or tab to see it properly.

For the record, it's a cross spawn only map.

I didn't really stop at the basic layout and test the map to much since i really wanted to learn most of the aspects of the editor.

So this is a simple made map just for the reason of receiving feedback on it from all points of views.

Fire away!

Sorry if I seem harsh, I'm just listing off all the problems I immediately see:
-Mains are very small
-Main minerals can be sieged from outside the main
-Nat to nat distance is too short (even worse with the existence of the backdoors)
-Awkward 3rd positioning - tucked back and well-protected, but in order to move your army there you need to cross through completely open terrain and risk getting surrounded
-3rd and 4th are basically equally easy to take, both are about the same distance from the nat ramp
-Quite a bit of positional imbalance - if you expand clockwise you can take the normal base progression but if you expand counterclockwise you have to break the rocks and spread yourself out more
vibeo gane,
TechSc2
Profile Blog Joined September 2010
Netherlands554 Posts
Last Edited: 2013-04-10 01:01:52
April 10 2013 00:28 GMT
#967
+ Show Spoiler +
On April 10 2013 07:29 -NegativeZero- wrote:
Show nested quote +
On April 09 2013 20:37 TechSc2 wrote:
Messed around with the tileset and this is a concept map that i made and i would like to share it for feedback

+ Show Spoiler +
[image loading]



Well i got it uploaded at least but don't kill me for the size lol. you need to open in new window or tab to see it properly.

For the record, it's a cross spawn only map.

I didn't really stop at the basic layout and test the map to much since i really wanted to learn most of the aspects of the editor.

So this is a simple made map just for the reason of receiving feedback on it from all points of views.

Fire away!

Sorry if I seem harsh, I'm just listing off all the problems I immediately see:
-Mains are very small
-Main minerals can be sieged from outside the main
-Nat to nat distance is too short (even worse with the existence of the backdoors)
-Awkward 3rd positioning - tucked back and well-protected, but in order to move your army there you need to cross through completely open terrain and risk getting surrounded
-3rd and 4th are basically equally easy to take, both are about the same distance from the nat ramp
-Quite a bit of positional imbalance - if you expand clockwise you can take the normal base progression but if you expand counterclockwise you have to break the rocks and spread yourself out more



no i really apreciate the feedback, like i said this is my first map so i need all the feedback i can get. i actually removed all the fancy stuff from the map and started modding the main/nat and third location so it feels a bit more natural to play it on. I think it's coming along nicely so here is the new screenshot.

I tested out the rush distance and since it's crosspawn even with the old ramp it was very reasonable, but now are slightly increased. It it's current state the walking distance between two ramps are more then antiga shipyard for example. i pulled up the third a little bit and put the fourth slightly furter towards the middle to get a more natural flow of expanding. none of the mineral lines can be sieged, but 1 of the gas geysers from the nat can be with perfect placement, but then again only from 1 tank and no more so i'll leave that as is.

I really liked the idea of having a choice in expanding instead of a fixed position where your third "should be" so maybe later on i'll come up with an idea to implement that.

+ Show Spoiler +
[image loading]


and ofcourse the link to the large picture

http://i.imgur.com/gaXiHQS.jpg
Twitch.tv/TechGTV / Twitter.com/TechGTV
Zolek
Profile Joined September 2011
United States86 Posts
April 10 2013 02:30 GMT
#968
[image loading]

110 x 166
Color coded by height for convenience

Too chokey in middle?
Fatam
Profile Joined June 2012
1986 Posts
April 10 2013 03:51 GMT
#969
it's kind of cloud kingdom if you made it taller and narrower
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
NewSunshine
Profile Joined July 2011
United States5938 Posts
April 10 2013 05:15 GMT
#970
On April 10 2013 11:30 Zolek wrote:
+ Show Spoiler +
[image loading]

110 x 166
Color coded by height for convenience

Too chokey in middle?

Haven't seen you in forever, man!
Looking pretty good for someone who's been away for so long. Could use refinement, sure, but not bad. The openness, as you say, is the main thing I'd look at, and the rock tower doesn't seem to do much either. With some work though, it could be pretty cool.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Turias
Profile Joined April 2013
United Kingdom4 Posts
April 10 2013 08:39 GMT
#971
@Zolek

I like it, I would agree that the middle is too chokey, perhaps move the 1x1 blocks further towards the xel'naga towers? I like the LoS brush, so would want to try and keep that.
TechSc2
Profile Blog Joined September 2010
Netherlands554 Posts
April 10 2013 11:54 GMT
#972
@zolek

I actually feel like the middle is not chokey at all if you remove the rocks from it, or leave them and have it as a tactical advantage for players to remove them if need be.

Yes the 1-2-3 bases feel alot like cloud kingdom but as long as the rest of the map doesn't feel that way i don't mind it too much, it's hard to come up with a completel original base placement.

The 1 thing that would bother me is that you cannot FFE on this map, the choke connects directly to a ramp so you have to wall-off two sections at once which is extremely risky in a more compact map.

I think the xel naga towers might be better placed on the highground maybe 2 hexes up ( or down ofcourse ) to make them harder to take, but also more important to take.
Twitch.tv/TechGTV / Twitter.com/TechGTV
Fatam
Profile Joined June 2012
1986 Posts
April 10 2013 16:57 GMT
#973
On April 10 2013 20:54 TechSc2 wrote:
Yes the 1-2-3 bases feel alot like cloud kingdom but as long as the rest of the map doesn't feel that way i don't mind it too much, it's hard to come up with a completel original base placement.


Actually a huge portion of the map feels that way.. the highground middle is very similar, the rock placement on the same ramps is exactly the same, XNTs are just on a different side of the ramp, but they function the exact same, etc.

I do think it's just barely different enough to justify going further with it. I don't think the middle is too chokey. Those little 1x1 nubs don't do that much to break up a huge army moving through.. to your eye the nubs break it into two much smaller chokes, but in reality that's one big 18-20 square choke with a tiny obstacle in it.
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
Kruxxen
Profile Joined April 2010
United States149 Posts
April 11 2013 21:22 GMT
#974
@Zolek

I think some modifications to the natural could take away the cloud kingdomyness of it. The first 3 bases are similar, but the ramps at the third and shape of the 4th change it just enough. If the natural was rotated slightly and the ramp was moved outward a bit (towards the maps edge) combined with a slightly smaller choke I think that would differentiate it plenty.

The middle of the map seems very interesting to me, there could be serious contention between players expanding in the lategame, which is cool. Like Fatam said it is just different enough to definitely be worth pursuing, and in my opinion just similar enough to be a proven concept. Looks super fun to play to me!

Cloud Kingdom is largely considered one of the most balanced maps to date, so if it aint broke no need to fix it anyway. Like Fatam said it is just different enough to be worth pursuing, and in my opinion just similar enough to be a proven concept. Looks really fun to play to me.
SidianTheBard
Profile Joined October 2010
United States2474 Posts
April 12 2013 00:08 GMT
#975
Unsure if I like this idea or not. 4p map, kind of "2 in 1" style but all spawns are available. My biggest concern was if it'll be too tough for zerg depending on close positions but with the way I've set it up it allows the zerg to always expand away from his opponent if needed.

Anyone notice any very bad mistakes that maybe I'm just blind and haven't noticed?

Size: 160x160 (same as Whirlwind.)
[image loading]
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.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
April 12 2013 19:31 GMT
#976
--- Nuked ---
algue
Profile Joined July 2011
France1436 Posts
April 14 2013 13:05 GMT
#977
+ Show Spoiler +
On April 09 2013 02:39 Turias wrote:
lil emo, I don't think your map is really a melee map. melee means a standard sc2 map, no changes to A.I etc.

Thanks for your feedback on my Char Marsh map. It has been put to one side for the time being, but your ideas are being taken into account

This is my most recent project, not sure what tileset I feel like using, a moody green xel'naga temple or an umoja lab (Haven't seen a single good map on umoja yet and it has some awesome doodads). Or a greeny forest (A lot of jungles in sc2 but not many forests!)

Anyway, that's to be decided, first and foremost is layout. Tell me what you think.

[image loading]



get rid of the horizontal and vertical

+ Show Spoiler +
On April 12 2013 09:08 SidianTheBard wrote:
Unsure if I like this idea or not. 4p map, kind of "2 in 1" style but all spawns are available. My biggest concern was if it'll be too tough for zerg depending on close positions but with the way I've set it up it allows the zerg to always expand away from his opponent if needed.

Anyone notice any very bad mistakes that maybe I'm just blind and haven't noticed?

Size: 160x160 (same as Whirlwind.)
[image loading]



I love your map great job ♥! I would only get some changes to the middle but nothing major
rly ?
Maladroit1
Profile Joined July 2012
9 Posts
Last Edited: 2013-04-14 14:23:20
April 14 2013 14:22 GMT
#978
[image loading]
[image loading]

My first attempt at a map.
Looks a lot like Akilon Wastes.
get ripped or die mirin
algue
Profile Joined July 2011
France1436 Posts
Last Edited: 2013-04-14 15:27:22
April 14 2013 15:26 GMT
#979
On April 14 2013 23:22 Maladroit1 wrote:
[image loading]
[image loading]

My first attempt at a map.
Looks a lot like Akilon Wastes.


It doesn't look like akilon wastes Oo
If I should compare it, I would compare it to ohana. Not akilon

You should rework the aesthetics of the map, it's painful to watch
rly ?
moskonia
Profile Joined January 2011
Israel1448 Posts
Last Edited: 2013-04-14 18:07:00
April 14 2013 18:06 GMT
#980
My new map: (bounds 142x160)
[image loading]

Things I want advice on:
-Should I split the corner expo's into 2 expo's? That way the size of the map is more understandable and overall having more bases is better, but I am still split on if it would be a good idea.
-What should I do with the middle?
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