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Work In Progress Melee Maps - Page 52

Forum Index > SC2 Maps & Custom Games
Post a Reply
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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
April 21 2013 14:49 GMT
#1021
yea i didnt touch it in a while. did some work the other day.
starleague forever
Syphon8
Profile Joined July 2010
Canada298 Posts
April 21 2013 15:12 GMT
#1022
More progress on that one I posted a few pages back. Smoothed the shapes out more, more texturing.

[image loading]
',:/
InfCereal
Profile Joined December 2011
Canada1759 Posts
April 21 2013 20:55 GMT
#1023
Okay, new attempt. How does this layout look?

http://i.imgur.com/EL9wNgq.jpg
[image loading]

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?
Cereal
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2013-04-21 23:19:04
April 21 2013 23:18 GMT
#1024
Besides copy/paste? nope
I am ok with the layout but please fix the two ramps TT
Moderatorshe/her
TL+ Member
Fatam
Profile Joined June 2012
1986 Posts
April 22 2013 00:30 GMT
#1025
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.
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
InfCereal
Profile Joined December 2011
Canada1759 Posts
Last Edited: 2013-04-22 02:00:09
April 22 2013 00:37 GMT
#1026
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
Cereal
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
April 22 2013 02:09 GMT
#1027
On April 22 2013 09:37 InfCereal wrote:
Show nested quote +
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

The top main and... the top right expo have these black areas on one of the sides of the ramps.
Moderatorshe/her
TL+ Member
InfCereal
Profile Joined December 2011
Canada1759 Posts
April 22 2013 03:03 GMT
#1028
On April 22 2013 11:09 The_Templar wrote:
Show nested quote +
On April 22 2013 09:37 InfCereal wrote:
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

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.
Cereal
Coppermantis
Profile Joined June 2012
United States845 Posts
April 22 2013 03:47 GMT
#1029
Just replace the ramps.
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
April 22 2013 10:11 GMT
#1030
infCereal: The space in the main/inbase nat is exceedingly large, this makes drops extremely powerful as well as making it very easy to sneak a pylon or a nydus in there.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2013-04-22 11:09:17
April 22 2013 11:08 GMT
#1031
@inf: that layout you have has 3 bases behind one choke. I would add another route into the front base (probably from the high ground), maybe with rocks if you want.
Comprehensive strategic intention: DNE
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
April 22 2013 17:34 GMT
#1032
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
Profile Joined December 2011
Canada1759 Posts
April 22 2013 21:48 GMT
#1033
Jesus, texturing is difficult.

[image loading]
Cereal
Caviar
Profile Joined April 2011
70 Posts
April 23 2013 01:06 GMT
#1034
My newest project

could use some feedback on the layout before I spend more time on aesthetics
[image loading]
BoxedCube
Profile Joined June 2012
United States23 Posts
April 23 2013 02:52 GMT
#1035
Hello guys, my first post at teamliquid.
I dont think this is the best way of introducing myself but I would love some feedback on a map I am currently making

[image loading]

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
Profile Joined June 2012
United States23 Posts
April 23 2013 02:54 GMT
#1036
Sorry the image size was a bit too big, scaled it down a bit more. : )
[image loading]
Xenotolerance
Profile Joined November 2012
United States464 Posts
April 23 2013 08:09 GMT
#1037
Lunar Crown
4p 196x192
[image loading]
+ Show Spoiler +
[image loading]

Needs: overlord scouting spots, aesthetics, any sense at all of wtf is going on please help
www.alonetone.com/xenotolerance
WedRine
Profile Joined March 2013
Denmark64 Posts
April 23 2013 09:49 GMT
#1038
I present my latest creation, its obviously still in the making, but here it is...
Encounter v0.1
[HOTS]
released to. [EU]
players. 2
playable. 128x128
bases. 12

+ Show Spoiler +
[image loading]

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.
Mike Kilo Papa!
Coppermantis
Profile Joined June 2012
United States845 Posts
April 23 2013 14:19 GMT
#1039
I like the aesthetics you're going for. It might be hard to take a third base though, the closest option is easily hittable from the high ground and the other is pretty far away.
Xenotolerance
Profile Joined November 2012
United States464 Posts
April 23 2013 20:56 GMT
#1040
@WedRine re Encounter - it looks a lot like a smaller, more two-base style Cloud Kingdom. I can imagine seeing lots of exciting short games on this map or one similar to it. Getting to a macro game would be a nice surprise since the attack paths for large armies have some great potential for positioning tension.
www.alonetone.com/xenotolerance
Prev 1 50 51 52 53 54 217 Next
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