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Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin |
Here are my maps for the mapmaking contest..
Slime Flubber Ridge: (Update: new looks but lacking doodas) + Show Spoiler + 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.
Terradust Station: (Boring name? :S) (Update: minor layout tweeks, new looks) + Show Spoiler + + Show Spoiler + + Show Spoiler + With or without XelNaga tower? Base to base: [NW-SW]&[SW-SE]&[SE-NE]&[NE-NW] - 50 sec, [NW-SE (cross)]&[SW -NE (cross)] - 57 sec Nat to Nat: [NW-SW]&[SW-SE]&[SE-NE]&[NE-NW] -31 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.
Im sorry for the double post but I've kept the words so that its easier to relate to my original post.
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Okay, so this is going to seem really weird, but I just decided to try mapping today. I have extensive mapping experience...in Trackmania (a racing game). However, I was a diamond zerg (now plat due to new league) so I *think* i know what is going around slightly. However, I ran into an issue. I have no clue how to copypasta the map so it is symmetric (rotated 180 in the case of this map).
So basically, can somebody who is pro at mapping replicate the map so it has rotational symmetry? The map is here: https://dl.dropboxusercontent.com/u/3313027/first shot.SC2Map
There is pretty much nothing worth seeing for a picture yet. Maybe once it gets symmetry-ed, and then I add a few more features.
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On May 07 2013 12:43 Redrot wrote:Okay, so this is going to seem really weird, but I just decided to try mapping today. I have extensive mapping experience...in Trackmania (a racing game). However, I was a diamond zerg (now plat due to new league) so I *think* i know what is going around slightly. However, I ran into an issue. I have no clue how to copypasta the map so it is symmetric (rotated 180 in the case of this map). So basically, can somebody who is pro at mapping replicate the map so it has rotational symmetry? The map is here: https://dl.dropboxusercontent.com/u/3313027/first shot.SC2MapThere is pretty much nothing worth seeing for a picture yet. Maybe once it gets symmetry-ed, and then I add a few more features.
Just click the Terrain button, then box over what you want to copy. That should highlight the terrain you selected in a green hue. Then just ctr + c. When you push ctr + v you'll get a box outlined with a dotted blue line. This box represents the area you copied. When you have this dotted blue box active, hit edit and you'll see the options to flip and rotate. Of course, you can learn the hotkeys which makes things much faster. Once you have it rotated it, place it exactly where it should go.
Copy and paste takes some practice due to the nature the editor allows you copy and paste. In many cases you'll have to past the same section quite a few times to just get it right. Though, as time goes on you'll find neat tricks to be able to copy and paste an entire map in 30seconds or less.
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After about an hour I got it. Woot.
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United States845 Posts
![[image loading]](http://i.imgur.com/Sp9cEr4.png)
Team map that I'm working on. Despite the three bases in the fortress, it's a 2v2 map with one in-base and one out-of-base natural.
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Well, here is what my first map is so far. Layout may be done, though I am worried a little bit about how easy it is to defend the base near the main. Tell me what you think! I'm still working on the scenery and textures and all that stuff.
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hey! here is my new map but it needs a good name! any suggestions? and is the layout good or is the high ground too defendable?
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not bad at all for a first attempt. welcome to the forum.
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This is one of the maps I've been working on lately. It is a large 2 player map and is available on the NA server.
Most of the doodads and textures still need a work, but I'm pretty happy with the overall layout. There might be a couple of spacing issues, and a few other small things like that. I wanted it to feel like a dense jungle without it being too 'chokey'.
Tropic Thunder S
Bases: 10 regular (8m2g) 2 High-yield (6m2g) Bounds: Playable: 133x125 Full: 152x152
The players spawn in the northwest (top left) and southeast (bottom right) positions.
Top-down view: + Show Spoiler +
Angled view: + Show Spoiler +
The Main: + Show Spoiler +
The Natural: + Show Spoiler +
Xel'Naga Tower + Show Spoiler +
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Bio Chamber, 2 player 1v1 melee map, 168x144
My first real symetric map, preliminary WIP. Looking for any feedback on overall layout at this point. I want to adjust layout before making things pretty, doodads, etc.
![[image loading]](http://i.imgur.com/g7WOP2B.jpg)
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United States845 Posts
Too chokey? I wanted to encourage air play without entirely invalidating land armies but I'm not sure if this accomplishes it.
Despite the in-base natural it is a 1v1 map.
EDIT: This is the 1111th post in the thread.
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Still WIP (Journey's End) (Main's at 7 and 1 o clock, lowered platforms).
I have been thinking of putting some mechanics in the game.
1) Neutral alien species (Spine Crawler) that attacks either player. An environment mechanic, since the theme of Journey's End is an infested snow station.
2) One watchtower in the middle that can be destroyed for a shortcut path. Either have sight or a pathway.
3) Neutral alien species again, this time, the Leviathan which spawns every x minute, allowing a maximum of one to be present until killed.
4) Falling asteroids that lands at a designated "no man's land" asteroid hotspot.
Maybe none of these, maybe some, or maybe more might work.
Map Overview:
+ Show Spoiler +
Changes : Main Reworked plus minor other things.
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@sandstorm - The main choke being flat can be problematic in PvP, since here you can warp in from a pylon in the natural mineral line. Might not be a big deal in HotS but worth considering. I think the highgrounds are OK defense wise but the 4/5 oclock and 10/11 oclock bases are too close together essentially controlling one gives you the other almost for free.
@LoveTool - Pretty solid. The mineral line configurations could use some work. the highground 3rd is interesting but might be too strong as a staging area for 2 base attacks.
@Coppermantis - seems good to me. One thing to watch out for might be offending armies being able to pull defensive units out of position too easily by bouncing between the main choke and 3rd.
@theworldofdustoerba - Zerg players are going to have a hard time planting their tech structures in the early game. Also putting all airspace around the main mineral line like that is going to make air/drop play very hard to deal with.
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![[image loading]](http://i.imgur.com/dJoi5ZX.jpg)
Is this a clusterfuck? It looked so much better in my head. I'm still in the beginning. Do you guys think that I could ever make it balanced?
Key features:
- Main is a valley (will have to adjust a ton because of PvP but first I want to make the map at least playable)
-Main has backdoor guarded by a Zealot statue (mineral walk and then mine mineral patches for 3rd base each patch has 8 minerals inside of it, also it will be adjusted so that it will look more decent). Main has Proxy part (rax/factory/starport + addon, or protoss stucture + pylon) it has LOS blockers close to it so I think it will work great. Especially TvZ I think or hope.
- split map (half regular, half dark protoss)
-Lots of wide ramps
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@TheFish7: Thanks!
Redid the nat/third dynamic earlier today. Here is the latest version. Plays a bit better, and harder to abuse third high ground into nat. Zerg third at low ground requires good creep spread
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@TheFish7: I've reworked the main, do you think it's better gameplay wise? Thx for the input.
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On May 13 2013 03:47 Atlasy wrote:
Is this a clusterfuck? It looked so much better in my head. I'm still in the beginning. Do you guys think that I could ever make it balanced?
To begin with I think you should stick to sizes similar to what is in the current ladder map pool. There are a number of very good reasons those sizes are used.
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your Country52797 Posts
On May 13 2013 03:47 Atlasy wrote:+ Show Spoiler +Is this a clusterfuck? It looked so much better in my head. I'm still in the beginning. Do you guys think that I could ever make it balanced? Key features: - Main is a valley (will have to adjust a ton because of PvP but first I want to make the map at least playable) -Main has backdoor guarded by a Zealot statue (mineral walk and then mine mineral patches for 3rd base each patch has 8 minerals inside of it, also it will be adjusted so that it will look more decent). Main has Proxy part (rax/factory/starport + addon, or protoss stucture + pylon) it has LOS blockers close to it so I think it will work great. Especially TvZ I think or hope. - split map (half regular, half dark protoss) -Lots of wide ramps That map looks freaking awesome except I can't tell what on earth is going on in it.
Worked on this a bit while banned from TL:
![[image loading]](http://i.imgur.com/SQichh5.jpg)
Is it worth it at all to continue?
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This layout is pretty weird in that the 4th 5th and 6th are much closer to each other than the main/nat/third.. usually it is the opposite. I think you should consider reducing the size of the main and nat a bit, they are needlessly large. Then remove the highground bases at top and bottom, and I think you have a pretty solid template
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