Work In Progress Melee Maps - Page 52
Forum Index > SC2 Maps & Custom Games |
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin | ||
a176
Canada6688 Posts
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Syphon8
Canada298 Posts
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InfCereal
Canada1759 Posts
http://i.imgur.com/EL9wNgq.jpg ![]() I want to make a smaller map, but still allow you to macro. Also: Is there an easier way to place mineral patches, or do I always have to do it by hand? | ||
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The_Templar
your Country52797 Posts
I am ok with the layout but please fix the two ramps TT | ||
Fatam
1986 Posts
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InfCereal
Canada1759 Posts
On April 22 2013 08:18 The_Templar wrote: Besides copy/paste? nope I am ok with the layout but please fix the two ramps TT Which two ramps? :o | ||
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The_Templar
your Country52797 Posts
The top main and... the top right expo have these black areas on one of the sides of the ramps. | ||
InfCereal
Canada1759 Posts
On April 22 2013 11:09 The_Templar wrote: The top main and... the top right expo have these black areas on one of the sides of the ramps. Ooooohh. I don't know how to fix that xP It's only my third time using the editor. | ||
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Coppermantis
United States845 Posts
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SiskosGoatee
Albania1482 Posts
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EatThePath
United States3943 Posts
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TheFish7
United States2824 Posts
On April 22 2013 09:30 Fatam wrote: just a PSA, I found out earlier today that colossi can't walk on or through healing shrines (although if they stand as close as they can get to them, they get healed). I haven't tested every single unit but I've played as all 3 races on a map that has them and that's the first unit that's derped on the shrines, so I think it probably is the only unit that has the issue (maybe something to do w/ its cliffwalking ability?). It's definitely a bug, but it may not bother you that much, so just thought I'd mention it. Yea the healing shrines are messed up. I am using one as a custom building in a arcade map as a I'm working on and I had to change its collision flags and create a custom footprint for it. I also had an issue with probes that were holding minerals unable to walk on it. | ||
InfCereal
Canada1759 Posts
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Caviar
70 Posts
could use some feedback on the layout before I spend more time on aesthetics ![]() | ||
BoxedCube
United States23 Posts
I dont think this is the best way of introducing myself but I would love some feedback on a map I am currently making ![]() The idea was to create an interesting map with multiple counter attack paths while focusing on taking over one side of the map vs another. Another part is creating a landbridge that connects the two places that creates interesting dynamic between defensibility and the surrounding nature of zerg thus creating interesting gameplay between the race and depending on your position on the ramp could vary. The lack of xelnaga was also intentional as I feel that the xelnaga towers would give way to too much counterattacks and limit them, also theres not apparent spot except for the middle which could make the middle too strong to hold. The third base is suppose to be a choice determined by opponent's tech or race as each of the bases have their advantages one being more defensible while leaving the other be more easily counter attacked however the trade off being accessibility and the defensibility with wide ramps. The destructable rock might be a bit overboard but I believe that it is the best for the map as they are able to delay counterattacks. | ||
BoxedCube
United States23 Posts
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Xenotolerance
United States464 Posts
4p 196x192 ![]() + Show Spoiler + Needs: overlord scouting spots, aesthetics, any sense at all of wtf is going on please help | ||
WedRine
Denmark64 Posts
please tell what you think about it, literally anything you feel like sharing about this map is welcomed! keep in mind that the aesthetics are in no way final but i do intend to use a similar design i think. | ||
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Coppermantis
United States845 Posts
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Xenotolerance
United States464 Posts
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