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Active: 2013 users

Work In Progress Melee Maps - Page 55

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
May 03 2013 03:35 GMT
#1081
On May 03 2013 10:27 FlyingBeer wrote:
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.


I have no issues with the ramps, though I'm not sure about 8 bases per side. You could probably merge the 3/4 oclock bases into one and open up the map a bit.
starleague forever
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
May 03 2013 19:53 GMT
#1082
Thanks for the feedback guys, about the ramps the layout needs them since if i remove them there won't be enough paths for armies for get a proper surround/concave since many of the paths are very narrow for big armies to fight on (in other words FF=imba), about army positioning that's one of the things that i wanted with the map, make the terrain count, and in the games i have played on the map, it seems that i have achieved that ^^

About the expansions i'm very concerned since those ~3/4 oclock bases are very on top of each other as you guys notice, but at the same time i just can't put both in the highground since i feel that by doing so the map would feel even more cluttered and wouldn't flow properly, but you have a good point there a176, if i remove that ~3 oclock expansion and i move the optional 4rd a bit more to the right so it can sieged from below the map would still flow very well, I'll play around with that
@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.
maltenp
Profile Joined May 2013
Sweden15 Posts
May 03 2013 20:54 GMT
#1083
Im thinking about submitting these maps for the mapmaking contests. Im basically finished with the layouts but I need help with looks and fitting names..

I like maps uncluttered but I sense these might be a bit thin :/

This "char"-map is very small (120x120 with alot of deadspace)
+ Show Spoiler +
[image loading]

Worker timings:
Base to base: 45 sec
Nat to Nat: 32 sec

Because its so small, playing offensive is highly rewarded and might be the only way to safely secure additional expansions.

This Urban-map is a medium sized (136x136)
+ Show Spoiler +
[image loading]

Worker timings:
Base to base: [NW-SW]&[SW-SE]&[SE-NE]&[NE-NW] - 52 sec, [NW-SE (cross)]&[SW -NE (cross)] - 57 sec
Nat to Nat: [NW-SW]&[SW-SE]&[SE-NE]&[NE-NW] -33 sec, [NW-SE (cross)]&[SW -NE (cross)] - 37 sec

What encouraged me to make this map is the fact that most of the maps with >2 spawning locations have balance issues that require spawn limitations or big sized and boring.

I've made this map almost completly symmertrical in all directions which makes it (I believe) balanced enough to stay small and entertaining..

The twist comes with the "two" naturals it has to have to enable the player to choose to expand away from the opponent.


As mentioned, I think im fairly done with the layouts(but all feedback is good feedback) but I need help with making them look awesome.
sCnDiamond
Profile Joined January 2011
Germany340 Posts
May 04 2013 01:38 GMT
#1084
Another update on my map. It's almost done now, but i can't figure out how to decorate those high grounds where you can't drop behind one of the potential 3rds... :<

[image loading]
formerly spinnaker.
theworldofdustoerba
Profile Joined November 2012
51 Posts
Last Edited: 2013-05-04 06:51:57
May 04 2013 06:50 GMT
#1085
Update on Journey's End (WIP) just need more texturing, doodading but school is in the way unfortunately.

[image loading]
maltenp
Profile Joined May 2013
Sweden15 Posts
May 04 2013 09:43 GMT
#1086
Changed terrain and it looks way better:
+ Show Spoiler +
[image loading]


Yaayy
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
May 04 2013 12:56 GMT
#1087
On May 04 2013 15:50 theworldofdustoerba wrote:
Update on Journey's End (WIP) just need more texturing, doodading but school is in the way unfortunately.

+ Show Spoiler +
&#91;image loading&#93;

Your image is still upside down, might want to change that at some point.
Moderatorshe/her
TL+ Member
theworldofdustoerba
Profile Joined November 2012
51 Posts
May 04 2013 18:43 GMT
#1088
The picture looks upright to me, weird.
Denop
Profile Joined December 2011
Canada14 Posts
Last Edited: 2013-05-04 19:48:57
May 04 2013 19:16 GMT
#1089
Updated my map, added 4 bases... might be too much. Still not sure if the area directly outside of the main "fortresses" is too open or not and I'm not sure if I should add towers or not. Any advice/suggestions would be appreciated. The high-ground above the natural is not droppable by the way. Still 140x140.
[image loading]
a176
Profile Blog Joined August 2009
Canada6688 Posts
May 04 2013 21:38 GMT
#1090
i think you should redesign the highground by the nat. its far to large and serves little purpose. theres nothing wrong with having spots for overlords ("overlord pods"), but here its a long swath of terrain you cant really do anything with, in fact is detrimental as it significantly boosts the power of air units because ground units cannot hit them.

also the entire middle of the map is far too barren.

try to integrate low terrain "holes" around your map. low terrain can help separate terrain just as well as high ground terrain but minus the air unit advantage. it can also help create paths around your map.
starleague forever
Coppermantis
Profile Joined June 2012
United States845 Posts
May 05 2013 06:26 GMT
#1091
[image loading]

Thoughts?
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
May 05 2013 07:58 GMT
#1092
On May 04 2013 15:50 theworldofdustoerba wrote:
Update on Journey's End (WIP) just need more texturing, doodading but school is in the way unfortunately.

[image loading]

Where are the mains? I see no base with a clear natural...
vibeo gane,
theworldofdustoerba
Profile Joined November 2012
51 Posts
May 05 2013 08:35 GMT
#1093
the main is the lowered mining platform at 7 o clock and production building space adjacent to that which is the raised platform which has three entrance ways, two of which are blocked by debris initially and the third opening partially blocked which leads to the natural at 6 o clock.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
May 05 2013 18:35 GMT
#1094
On April 27 2013 12:28 The_Templar wrote:
147x147
Any comments or concerns?
+ Show Spoiler +
&#91;image loading&#93;

Updated (this type of symmetry is freaking annoying)
&#91;image loading&#93;

Still trimming certain areas. Any problems?
Moderatorshe/her
TL+ Member
Gfire
Profile Joined March 2011
United States1699 Posts
May 05 2013 18:44 GMT
#1095
I think the base up against the main needs more space around it. Very hard to move around a town hall there.
all's fair in love and melodies
Incognoto
Profile Blog Joined May 2010
France10239 Posts
May 05 2013 18:58 GMT
#1096
Yay yay guys guys guys!

I made my first map ever! I made it for the map contest. Anyway, it's not a very pretty map, in fact it's really bare. But I made it with my heart. :p

Nah more seriously I kind of like my new map, however since it's my first one, there may be issues with it that I may have overlooked. I wouldn't mind some experienced map makers share their thoughts on my map. It was fun making it at any rate so .... ^_^

+ Show Spoiler +
[image loading]
maru lover forever
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
May 05 2013 19:11 GMT
#1097
People don't like ramps that go left, right, up, or down. They prefer diagonal ramps. Also, there are a lot of straight lines, which rarely works in a map.
Moderatorshe/her
TL+ Member
FlyingBeer
Profile Blog Joined June 2012
United States262 Posts
May 05 2013 23:23 GMT
#1098
Incognoto, you should stick with that layout and go with like an old-school Zelda or Mario look to it. I'd maybe suggest getting rid of much of the far right side, and then cutting out part of the center. The map is bigger than a typical 1v1 map, and shrinking it down will give you more time to focus on the details instead of spending hours filling out parts of the map that you never needed in the first place. It's not well-balanced, but it's your first map, so just go crazy with it.

Some maps that were made in kind of a blocky style:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=400927
http://www.teamliquid.net/forum/viewmessage.php?topic_id=396037
http://teamcrux.tistory.com/86
http://www.teamliquid.net/forum/viewmessage.php?topic_id=358556
http://www.teamliquid.net/forum/viewmessage.php?topic_id=318778
Syphon8
Profile Joined July 2010
Canada298 Posts
May 06 2013 02:50 GMT
#1099
[image loading]

Any thoughts on this? I realise it's a tad... Unorthodox.
',:/
Incognoto
Profile Blog Joined May 2010
France10239 Posts
Last Edited: 2013-05-06 08:19:13
May 06 2013 08:19 GMT
#1100
Ok so based on your feedback, a few ideas come to mind.

1. Tweaking the ramps so that they're diagonal (I didn't think of it, but it's true that I don't recall ever playing on a map with non-diagonal ramps).
2. Getting rid of the 3 bases around 3 o'clock and breaking up the middle somehow. Maybe make 3 bases into 2 and make it so that the walk distance is longer, with either cliffs or ravines or something.
3. Less wide-open areas.
4. Make a ramp from start to natural and have natural and third on same level. It makes it easier for the opponent to deny a third.

My goal in making this map was to give people a chance to expand well away from their opponent and give people a chance to "strangle" their opponent.

+ Show Spoiler +
[image loading]


Those are the modifications I might make (excluding 4, an idea that came after I painted). The idea is that the player at the bottom can pressure top player hard if he controls the area right above the red/gold ravine (call that area A). Think siege tanks, swarm hosts, etc. The top player can retaliate by taking the bases at the left, however they'll be much harder to defend if bottom player already controls area A.

Well those are some thoughts I'm throwing around.
maru lover forever
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