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Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin |
On April 18 2013 03:01 IeZaeL wrote:Some stuff i was playing with  Still not finished the layout , though. ![[image loading]](http://i.imgur.com/UXdw7qi.jpg) (Tileset : Desert with mixed Korhal Textures , plus Zerus plants ^^ Looks so cool !
That looks kind of interesting. Flow is good. It seems so big though, what are the dimensions?
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On April 18 2013 07:37 Fatam wrote:Show nested quote +On April 18 2013 03:01 IeZaeL wrote:Some stuff i was playing with  Still not finished the layout , though. ![[image loading]](http://i.imgur.com/UXdw7qi.jpg) (Tileset : Desert with mixed Korhal Textures , plus Zerus plants ^^ Looks so cool ! That looks kind of interesting. Flow is good. It seems so big though, what are the dimensions? Yeah it's not a bad design but it definitely looks oversized. When you resize it, it will be tricky to get the proportions right to keep the lowground "open" with those protruding high ground arms. It'll be a good exercise to maintain the design while fitting things together tighter.
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![[image loading]](http://i.imgur.com/PF6TNyC.jpg)
I would like some opinions about this map, mainly regarding if it's is too choked and the 5/11 o'clock bases
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On April 18 2013 20:26 Elche wrote:![[image loading]](http://i.imgur.com/PF6TNyC.jpg) I would like some opinions about this map, mainly regarding if it's is too choked and the 5/11 o'clock bases I don't have a problem with those bases. I don't think it's too choked either since there are plenty of wide paths as well.
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Hi! This is my second time using the editor. If anyone has any advice, I'd appreciate it!
This is just an outline.
http://i.imgur.com/PatTJu2.jpg
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your Country52797 Posts
Looks like my second map but better, I recommend redoing the ramps with black spots first. (you used reflection)
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![[image loading]](http://i.imgur.com/qme1Lq2.jpg)
I think leZaeL psychically stole my layout and then posted his the day before me. Be careful around him, everyone. He's a psychic.
worker scout time (seconds) Main Ramp-to-Main Ramp: 55 Nat Wall-to-Nat Wall: 43
And yes, I get that I'll probably have to fix the rush distance too.
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United States845 Posts
![[image loading]](http://i.imgur.com/SuoTvi5.jpg)
Rocks next to the 5 and 11 o'clock bases are blocking Watchtowers
Natural cannot be hit by Siege Tanks unless firing from the position blocked by debris.
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@Elche: The 5/11 bases seem slightly terran imba -- nice forward base that's mineral heavy. Might think about changing these. Overall the map has good proportions, nothing to open or choked.
@Inf: Can you texture that a little bit and take a better picture? It's so hard to see. It looks like your open areas are too open, and your side pathways are too narrow and awkward like you're trying to cram them in. Reduce the open to fit them in better, and streamline your routes more.
@FlyingBeer: I like it, except the 3rd and 4th are awful. The 3rd is way too close, and the 4th is too, and they're just in a straight line up the side. Use the space of your map dimensions more and create intervening tactical terrain. Map should probably be smaller too but I could see keeping it this size if you really want to.
@Copper: That looks like the 3rd is just a little too hard to get out to especially for PvZ. I fear 2 base timings but maybe I'm wrong. It's one of those things that requires a certain composition and army size to have any hope of defending a 3rd, which constricts the options in the game, especially after mandating a greedy FE start.
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Ok, so i posted this earlier and i got some feedback so i changed it. But one thing hit me, is the forth base to easy for toss and terran to take and turtle on?
This is the old version of my map becouse i cant post the new version becouse i am on my phone but i think still you will be able to judge.
+ Show Spoiler +
Thanks!
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On April 19 2013 11:54 FlyingBeer wrote:![[image loading]](http://i.imgur.com/qme1Lq2.jpg) I think leZaeL psychically stole my layout and then posted his the day before me. Be careful around him, everyone. He's a psychic. worker scout time (seconds) Main Ramp-to-Main Ramp: 55 Nat Wall-to-Nat Wall: 43 And yes, I get that I'll probably have to fix the rush distance too.
The main is way too small but the map looks way too big
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I added textures so you could make it out better.
Also changed some terrain a bit.
http://i.imgur.com/DJ1cZ6i.jpg
I know the bottom middle ramp is too far out. The copy and paste never works for the middle, and I forgot to fix it.
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well if i am not wrong you could do a tank drip behind the strating location right?
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On April 20 2013 03:08 MarcoJ wrote: well if i am not wrong you could do a tank drip behind the strating location right?
The original idea I had for the map didn't pan out, but those used to be pathable.
I want them to be unpathable, and just filled with pretty things. (I don't actually know how to make something unpathable, so if anyone wants to tell me, that'd be great)
edit: By "them" I mean any high ground around the first couple bases that's within tank range.
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I edited this some more. Still earning how to do things. I want to fill the highground around the nat/main with pipes and wires and shit, but I don't know if that will look bad.
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Hi guys, I have always wanted to create a competitive meelee map. I just never had the real time for it. Since my gf is hell of busy I took the challenge.
I have started on mapping yesterday and this is my second attempt of a map.
My main goals where: -Easy 1st expansion -room for dropping -not to tight -room for good harrassment -more a macro map, cheesing should be more difficult.
The aesthetic side is not really finished. I have added some stuff on the "no path" grounds and did a bit of brushing.
![[image loading]](http://abload.de/img/firsttryrtq8x.png) note: Background is turned off for the screenshot
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On April 20 2013 23:25 InfCereal wrote:I edited this some more. Still earning how to do things. I want to fill the highground around the nat/main with pipes and wires and shit, but I don't know if that will look bad. ![[image loading]](http://i.imgur.com/nsSJIyg.jpg?1)
the lava isn't great :/
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@InfCereal, MarcoJ - The layout should be mostly finished before you start texturing and the texturing should be mostly finished before you add doodads. It's a good idea to take a barracks or a gateway and use that as a guide point for how big your chokes and openings should be. Choke points should usually be 1-4 barracks wide. Naturals are 2.66 - 4 barracks wide usually. Avoid wide open places. Minor adjustments can sometimes solve this. Whirlwind, for example, has an extremely wide open center, but includes 4 barriers in there to break it apart. The wide open center is still bad design, IMO, but would be a lot worse without those 4 barriers there.
So, Marco, for instance, if I drew a line down the center of your map, there are absolutely no barriers there.
InfCereal, your texturing choices make it difficult to see what the map looks like. It's fine if you want to switch to those textures later on, but stick to something simple and easy on the eyes when you're working on the layout to make it easier for people to see. Try to avoid horizontal or vertical ramps. A lot of organization, including the Blizzard ladder, don't allow them.
3rds are the hardest part of designing a map. You need to choose an appropriate distance from the natural to the 3rd, and consider what choke points need to be defended to secure the 3rd as well as where an open field engagement can be forced to defend the 3rd. (This last part is primarily for when Zerg needs to defend an immortal/sentry all-in which relies on good surrounds)
Look at the layouts of current maps when deciding what to do, particularly the more well-established ones like Daybreak, Cloud Kingdom, and Entombed Valley that have survived years of scrutiny. http://wiki.teamliquid.net/starcraft2/Maps/Competition_Maps
@Copper I don't think an in-base natural can work unless you make the ramp at least a 2 wide. Icarus is a great example of it. Why not just use the sizing from that one? I also agree with ETP about your 3rd being too far away. 3rds that require a player to pass through an open area to get to from the natural need to be especially safe and close.
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On April 21 2013 09:04 a176 wrote:![[image loading]](http://i.imgur.com/kE4YvOo.jpg) How long have you been working ont his? I remember this WIP from a looong time back.
Anyway:
![[image loading]](https://lh3.googleusercontent.com/-sMHXvviwtMs/UWoATtNuyDI/AAAAAAAABdk/UgsF4rDZzVs/s720/overview.jpg)
All spawns, not sure if I should keep the backdoors into the main, the gisp of the 'long spawns' is that it takes a very long time to actually walk up to the enemy but you can drop, harass, elevator push etc quite quickly.
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