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Work In Progress Melee Maps - Page 5

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
a176
Profile Blog Joined August 2009
Canada6688 Posts
September 10 2012 13:42 GMT
#81
On September 10 2012 18:59 Nogan wrote:
A few changes. I enlarged the main, cleaned up the natural, widened the side ramps, and added some rocks. Protoss can now choke off the natural between the rocks and ramp with two 3x3 buildings and a pylon. I'm still concerned about the size of the main and the center expansions, but I don't know how I'd make them any bigger without changing the entire map.

+ Show Spoiler +
[image loading]


i think you need to publish it so we can play some games before we can comment further. it looks like youve done a good job on the map but there comes a point where you just need to play it to actually judge if ideas work or not.
starleague forever
Clbull
Profile Blog Joined February 2011
United Kingdom1439 Posts
September 10 2012 14:43 GMT
#82
On September 02 2012 11:23 -NegativeZero- wrote:
[image loading]

Redesign of Steppes of War. I've posted an earlier version of this in its own thread, but after stretching the center horizontally and added the center 6m1hyg bases, I don't know what to do with the middle. Any suggestions?

Edit: Also, are the 6m1hyg bases in a good location, or would they be better in front of the 3rds (daybreak style) or in front of the naturals by the long arcs of doodads?

Jesus Christ. This should be in the ladder pool.
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
September 10 2012 16:03 GMT
#83
On September 10 2012 18:59 Nogan wrote:
A few changes. I enlarged the main, cleaned up the natural, widened the side ramps, and added some rocks. Protoss can now choke off the natural between the rocks and ramp with two 3x3 buildings and a pylon. I'm still concerned about the size of the main and the center expansions, but I don't know how I'd make them any bigger without changing the entire map.

+ Show Spoiler +
[image loading]


That actually looks really cool. Where do you see most players taking their 3rd?
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Nogan
Profile Joined September 2012
United States8 Posts
Last Edited: 2012-09-10 16:46:03
September 10 2012 16:45 GMT
#84
On September 10 2012 22:42 a176 wrote:
i think you need to publish it so we can play some games before we can comment further. it looks like youve done a good job on the map but there comes a point where you just need to play it to actually judge if ideas work or not.

I suppose I'll publish it as soon as I'm able to create topics. Is there a channel where people test these sorts of maps?

On September 11 2012 01:03 OxyGenesis wrote:
That actually looks really cool. Where do you see most players taking their 3rd?

It would probably depend on the situation. The half expansions are the most isolated places on the map and directly connected to the mains, so they would be safe to grab if the player was behind or wanted to focus on getting a mid-game advantage. It's worth noting that walling the natural also secures the half expansion, so long as the rocks aren't killed.
I'll show you who's boss of this gym.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 10 2012 19:55 GMT
#85
On September 11 2012 01:45 Nogan wrote:
Show nested quote +
On September 10 2012 22:42 a176 wrote:
i think you need to publish it so we can play some games before we can comment further. it looks like youve done a good job on the map but there comes a point where you just need to play it to actually judge if ideas work or not.

I suppose I'll publish it as soon as I'm able to create topics. Is there a channel where people test these sorts of maps?

Show nested quote +
On September 11 2012 01:03 OxyGenesis wrote:
That actually looks really cool. Where do you see most players taking their 3rd?

It would probably depend on the situation. The half expansions are the most isolated places on the map and directly connected to the mains, so they would be safe to grab if the player was behind or wanted to focus on getting a mid-game advantage. It's worth noting that walling the natural also secures the half expansion, so long as the rocks aren't killed.


In order to publish it you just go file.. publish in the editor (log in using your normal bnet login and proceed with the publish settings). You don't have to make a thread here but you can if you want.

Are you perhaps just not finding the create thread link? I had this problem too once long ago. ^^

+ Show Spoiler +
[image loading]


The map is just narrow in general. You could put more space in the back hallway near the natural if you want more build space. I don't think you need to worry about the main base resources being tankable from outside. It's just part of the map in this case. You have to go way past the natural anyway, and in a real game of SC2 how often does it really matter that theoretically tanks can hit the main minerals? In a TvT you've overextended if you have a tank in that position (in a 1base vs 1base situation). For protoss they need an expansion to hold a 1-1-1 anyway. Against zerg they're dead if they've lost their natural to tanks anyway. So I don't think it matters, if you want to move the minerals back and create more "space" in the main without changing its size.

Around the map you could remove/reduce the trees to create a little more space in certain places.
Comprehensive strategic intention: DNE
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
September 10 2012 20:18 GMT
#86
Are you perhaps just not finding the create thread link? I had this problem too once long ago. ^^

You have to wait 3 days before posting a topic don't you?
Moderatorshe/her
TL+ Member
Aunvilgod
Profile Joined December 2011
2653 Posts
Last Edited: 2012-09-11 08:47:38
September 11 2012 08:46 GMT
#87
First a picture of a nearly finished map. It acutally does not perfectly represent the ingame view as I could not manage to show the edited lighting regions (which I finally figured out) in the overview. I am thinking about a name like "Springs Castle" or something alike. I want your suggestions!

[image loading]


Then a concept I came up yesterday. How do you think would this play out? Note that I am pretty sure that I will probably delete the rocks and make the lowground continue. Oh also I forgot to add rocks to the small ramp at the nat.

[image loading]
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-09-11 09:02:27
September 11 2012 09:01 GMT
#88
Sorry to bump you down immediately with my new thread, had been typing it for a while and didn't know.

The lighting on that first one is pretty cool, even if it's not all displaying correctly. Looks pretty cutthroat with the partial 3rd and tough 4th.

As for the experiment map, I don't know if we've seen a map brazenly put 2 nat entrances, neither with rocks. As we move toward HOTS this might become the new standard, who knows. This is a little diff than the other map, since it goes: hard nat - easy 3rd. That 4th might actually not be that hard to hold with the watchtower protecting it like that and it being on highground. Hard to tell for sure though.
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
Aunvilgod
Profile Joined December 2011
2653 Posts
September 11 2012 09:04 GMT
#89
On September 11 2012 18:01 Fatam wrote:
Sorry to bump you down immediately with my new thread, had been typing it for a while and didn't know.

The lighting on that first one is pretty cool, even if it's not all displaying correctly. Looks pretty cutthroat with the partial 3rd and tough 4th.

As for the experiment map, I don't know if we've seen a map brazenly put 2 nat entrances, neither with rocks. As we move toward HOTS this might become the new standard, who knows. This is a little diff than the other map, since it goes: hard nat - easy 3rd. That 4th might actually not be that hard to hold with the watchtower protecting it like that and it being on highground. Hard to tell for sure though.


Ohana?
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
Fatam
Profile Joined June 2012
1986 Posts
September 11 2012 09:05 GMT
#90
Well ohana has rocks blocking 1 of the ramps. Unless you have that in the plans
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
Aunvilgod
Profile Joined December 2011
2653 Posts
September 11 2012 09:09 GMT
#91
On September 11 2012 17:46 Aunvilgod wrote:Oh also I forgot to add rocks to the small ramp at the nat.

ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
Fatam
Profile Joined June 2012
1986 Posts
September 11 2012 09:45 GMT
#92
lol nice, my reading comprehension fails
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
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
September 11 2012 10:01 GMT
#93
@Aunvilgod In your experimental map, how tightly choked in are tanks just behind the rock entrance, and can they pack in behind the minerals of the third? If they can, this could be an issue in TvZ where tanks can do a ton of damage without lings being able to get to them.
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
Aunvilgod
Profile Joined December 2011
2653 Posts
September 11 2012 10:49 GMT
#94
On September 11 2012 19:01 Yonnua wrote:
@Aunvilgod In your experimental map, how tightly choked in are tanks just behind the rock entrance, and can they pack in behind the minerals of the third? If they can, this could be an issue in TvZ where tanks can do a ton of damage without lings being able to get to them.


I will probably just block pathing behind the third. These minor issues will all be fixed, what I am rather wondering about is the situation once players take their 4th/5th.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
Samro225am
Profile Joined August 2010
Germany982 Posts
September 11 2012 11:24 GMT
#95
Aunvilgod, your concept is interesting and a nice take at circle syndrome. Once the rocks are down the rush distance appears low and the straight path is the only viable option. Two base and max three base timing all the time.probably reconsider the size and change the middle also shifting the split axis a bit.

Aunvilgod
Profile Joined December 2011
2653 Posts
September 11 2012 12:00 GMT
#96
On September 11 2012 17:46 Aunvilgod wrote:Note that I am pretty sure that I will probably delete the rocks and make the lowground continue.

ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2012-09-11 21:12:23
September 11 2012 21:09 GMT
#97
On September 11 2012 17:46 Aunvilgod wrote:
First a picture of a nearly finished map. It acutally does not perfectly represent the ingame view as I could not manage to show the edited lighting regions (which I finally figured out) in the overview. I am thinking about a name like "Springs Castle" or something alike. I want your suggestions!

[image loading]

edit: was wrong
I'm trying this..
[image loading]
(No aesthetics yet)
I'm worried that controlling the center is too imbalanced, should I be concerned?
Moderatorshe/her
TL+ Member
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2012-09-11 22:08:45
September 11 2012 22:08 GMT
#98
the middle isnt an issue (see cloud kingdom)

also, the big area is the main + free rear third + nat on lowground?
starleague forever
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
September 11 2012 22:19 GMT
#99
On September 12 2012 07:08 a176 wrote:
the middle isnt an issue (see cloud kingdom)

also, the big area is the main + free rear third + nat on lowground?

...not sure what you're asking?
Moderatorshe/her
TL+ Member
Ruinsteel
Profile Joined April 2012
United States43 Posts
September 11 2012 22:20 GMT
#100
Hey, I finally made another map.... but the middle looks a lot like my previous map Bel'shir Thicket .

+ Show Spoiler +
[image loading]


I had this concept for a while now, and, while executed differently than originally on paper, I think it came out better. I put rocks in the middle because I've always been a fan of rocks blocking half of a ramp, but also because of how the pathing works from Main -> Main. They seem to take the ramps near the 4th / 5th base instead of the middle. Pathing from the nat works as intended.

Because I made the map a relatively easy 3 base, I made the 4th + bases a little harder to take and added a backdoor to the third. You can hit the left gas of the nat from the 3rd, but I was fine with this. If it's a problem I can easily fix that.

The 6th bases (towards the middle) were just put there to have 6 bases. While they are close to the 4th, I feel that they are relatively hard to hold.

The texturing is obviously non-existent and I didn't start anything doodad wise until I feel the map has a solid layout.Any feedback is appreciated, and the map is published (not under arcade) as Pristine Falls if anyone wants to playtest it!
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