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Work In Progress Melee Maps - Page 54

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
theworldofdustoerba
Profile Joined November 2012
51 Posts
April 28 2013 01:24 GMT
#1061
WIP: Journey's End

[image loading]

Should I continue to finish this map? I don't know if its any good. Opinions appreciated. Thanks.

Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
April 28 2013 04:08 GMT
#1062
@theworldofdust I... i... im uterly confused where are the mains & naturals?? :S

@Spinnaker that map looks reaaally nice, it remainds me of blue storm and i love that, i would make the map some minor tweaks, just some minor things since the general idea of the map is really good

+ Show Spoiler +
[image loading]
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
theworldofdustoerba
Profile Joined November 2012
51 Posts
Last Edited: 2013-04-28 05:00:46
April 28 2013 04:57 GMT
#1063
@ Uvantak, main is at 7 o clock, with a leveled base for building your army structures. Natural, hmm i don't think there's a normal natural atm, but i think the 6 o clock should be the natural. therefore im thinking of not completely blocking the path to base 6 o clock. instead i guess i should remove or fully block the smaller ramp entrance that leads to the middle lower platforms.
Xenotolerance
Profile Joined November 2012
United States464 Posts
Last Edited: 2013-04-28 06:46:21
April 28 2013 06:45 GMT
#1064
Ya it took me a while to figure it out. I spent a good ten minutes looking at journey's end trying to imagine how it could play out. It's so strange and so intriguing. Having two backdoors to the main seems excessive. Beside that I love it.

my updated WIP 186x180 4p all spawns
[image loading]
now that I look at it again I want to open up the middle on either side more.
www.alonetone.com/xenotolerance
sCnDiamond
Profile Joined January 2011
Germany340 Posts
April 28 2013 21:57 GMT
#1065
I continued my map. Please don't point out cliffs being abuseable for drops - they are already disabled for ground units and are just missing the doodads to communicate that to the players.


[image loading]
formerly spinnaker.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
April 28 2013 21:57 GMT
#1066
@theworldofdust i see. The map you have there is not standard, there's nothing inherently wrong about making a non standard map, but you must know that the game is balanced around having a near natural base, a choke point where to defend the main base, etc.

Neverless there can be non-standard maps that are balanced in the 6 MU's, but making one of those is really hard, and it will demand a high amount of knowledge on your part and to reach that knowledge i recomend you to start by checking how blizzard and other mapmakers make their maps and try to mimic them, and then when you are more experienced in the basics of mapping you can start doing balanced maps that are non-standard.

For your map i see some problems, like what would do a toss versus a ling flood if you remove those rocks between the "main" and natural? the lings would make havoc in the toss base.
As i said i recomend you to do more standard maps as a starting point and then advance to the harder maps like the non standard ones.
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
theworldofdustoerba
Profile Joined November 2012
51 Posts
Last Edited: 2013-04-28 23:04:56
April 28 2013 22:53 GMT
#1067
Here's more of WIP : Journey's End (M - 2)

How's it looking so far you think? especially gameplay wise? (Textures are not final, just sloppy placeholders, also the platter of doodads are for my palette.)

Btw, I am sunlethwaterscape (Avura Springs, Dream's Strand, Catachresis), hard to believe, but I forgot my password and the linked email, so I had to make a new account unfortunately.

[image loading]

A large ramp is missing from this pic, sorry, supposed to be connecting the lower platform with the higher one that leads to the bipath way to the 6o clock natural.

Btw, does anyone know how to fix the snow textures (Niflheim)? They have really low definition for some reason, even with high video settings.
algue
Profile Joined July 2011
France1436 Posts
Last Edited: 2013-04-29 15:11:54
April 29 2013 11:57 GMT
#1068
+ Show Spoiler +

Outdated (already...) :
[image loading]
This is my first map, I haven't finished the texturing process and I haven't placed any doodads. I think i've dealt pretty well with the proportions (playable 166x136). It maybe be a bit too large still.

Thoughts on the layout :
Layout wise the B3 is easy to get but you may lose a couple worker. I'm thinking about adding a gap between the third and the low ground behind it.
I haven't tested yet but I think photon overcharge could get rid of many low ground harassment.
The 4th base is pretty easy to get. No matter how the players are positionned you can always get a 4th base further away from your opponent.
I'm also wondering if I shouldn't place a xelnaga tower right in the middle of the map with small bridges to capture it
All spawns allowed

Thoughts, advices and critics are welcomed

Edit : If you can't see the full picture, open it in a new tab
Edit 2 : I've added a xel naga right in the middle of the lava, it's perfect ! The vision of the tower stops right at the third base's cliff !


[image loading]

Here is an update of the map.
Name : Kemar's Haven
Size : 168x136
Version : 0.1
Uploaded on EU, you can play it if you want but there is a lot of things to change
Changelogs :
+ Show Spoiler +

V0.1
Added :
- Doodads (more to come)
- Gap filer
- Xelnaga tower
- Lava behind every 3rd
- Lava next to the main cliffs
- Fixed some textures

Changed :
- Pathing
- Middle (access to XNT)
- Destructible rocks placement



Are these changes benefic to the map ? What else should I change ?
For the doodads I'm gonna try to mimic my beloved "Incineration zone" but I'm not sure of the result.
rly ?
a176
Profile Blog Joined August 2009
Canada6688 Posts
April 29 2013 14:56 GMT
#1069
On April 29 2013 07:53 theworldofdustoerba wrote:
Btw, does anyone know how to fix the snow textures (Niflheim)? They have really low definition for some reason, even with high video settings.


an issue with the snow textures is when zoomed out far, the LOD causes them to look all blurry and nondescript. at normal game camera view they will have full resolution. though, "snow icy" and "snow powdered" are relatively low res and may not look the best when combined with other texture sets.
starleague forever
Elldar
Profile Joined July 2010
Sweden287 Posts
Last Edited: 2013-04-29 17:33:59
April 29 2013 17:30 GMT
#1070
Hi, I made this map mostly for fun but I share it here since why not?

It it is small (124x128) and has no natural third, but I think it has some perhaps inspirational aspects that one could take into consideration like like no ramp to main and in-base natural and un-buildable terrain in middle marked by zerus root tile (you see it more clearly in-game).

[image loading]

If you have any suggestion please come with your remarks.

ps. the image is kind of skewed sorry for that.

#edit: I call it Zerus' Tableland Desert

FlyingBeer
Profile Blog Joined June 2012
United States262 Posts
April 29 2013 20:36 GMT
#1071
Current state of my 2v2 map:
[image loading]

I'm not feeling super confident about the texturing so far. Zhakul'Das is so hard to work with. Maybe that's why almost nobody ever picks it. We'll see where it goes.
Denop
Profile Joined December 2011
Canada14 Posts
April 30 2013 20:16 GMT
#1072
I have a WIP map can anybody give me suggestions?
144x144
[image loading]
a176
Profile Blog Joined August 2009
Canada6688 Posts
May 01 2013 00:46 GMT
#1073
Are 7 bases better than 6? Yes, yes they are.
starleague forever
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
May 01 2013 00:47 GMT
#1074
On May 01 2013 09:46 a176 wrote:
Are 7 bases better than 6? Yes, yes they are.

What? The above map only has 5 bases from what I can see.
Moderatorshe/her
TL+ Member
Coppermantis
Profile Joined June 2012
United States845 Posts
Last Edited: 2013-05-01 02:45:12
May 01 2013 02:44 GMT
#1075
@Denop:

Are the high ground areas by the natural droppable? It could be too easy to harass the natural from up there if so.

Current project:

[image loading]
sandstorm
Profile Joined June 2012
8 Posts
Last Edited: 2013-05-01 10:06:25
May 01 2013 09:56 GMT
#1076
northland 144x144
my first map
[image loading]

what do you think about the layout?
a176
Profile Blog Joined August 2009
Canada6688 Posts
May 02 2013 00:24 GMT
#1077
probably going to submit this version

[image loading]
starleague forever
Syphon8
Profile Joined July 2010
Canada298 Posts
May 02 2013 07:56 GMT
#1078
The quest for a compacter map continues.

[image loading]

First draft, 128x132
',:/
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2013-05-03 00:27:28
May 03 2013 00:26 GMT
#1079
Even tho i know that the map can be considered too chokey, i like it quite a bit, bit before i start texturing it more i would like to know what you guys think about it and your opinions and changes for the map.

[image loading]

//EDIT// forgot to say that the only droppeable places are those highlighted with pink
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
FlyingBeer
Profile Blog Joined June 2012
United States262 Posts
Last Edited: 2013-05-03 01:27:41
May 03 2013 01:27 GMT
#1080
That's pretty spiffy, Uvantak. But all the bases feel just so close together. I'd suggest knocking out the 4 and 10 o'clock bases on the high ground, and then pulling the two ramps back, so they're not so close to the other two. Also, having so many ramps can create a lot of needless complexity. Cloud Kingdom has 14, Daybreak has 16, Ohana has 10, Bel'shir Vestige has 20, Planet S has 18, Akilon Wastes has 16, yours has 30. I think you should look at all the ramps, ask yourself why you put that there, and decide if maybe you should get rid of it. Even though the chokes are appropriately sized, having so many similarly sized spaces makes it feel as if every map position is just as good as the one before it.
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