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Work In Progress Melee Maps - Page 56

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
maltenp
Profile Joined May 2013
Sweden15 Posts
May 06 2013 09:03 GMT
#1101
Here are my maps for the mapmaking contest..

Slime Flubber Ridge:
(Update: new looks but lacking doodas)
+ 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.


Terradust Station: (Boring name? :S)
(Update: minor layout tweeks, new looks)
+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]

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.
Redrot
Profile Blog Joined September 2012
United States446 Posts
May 07 2013 03:43 GMT
#1102
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.
I root for CJ because their fb posts are hilarious
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2013-05-07 04:11:51
May 07 2013 04:10 GMT
#1103
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.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.


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.
Former ESV Mapmaker | @Timetwister22
Redrot
Profile Blog Joined September 2012
United States446 Posts
May 07 2013 05:50 GMT
#1104
After about an hour I got it. Woot.
I root for CJ because their fb posts are hilarious
Coppermantis
Profile Joined June 2012
United States845 Posts
May 07 2013 06:55 GMT
#1105
[image loading]

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.
Redrot
Profile Blog Joined September 2012
United States446 Posts
Last Edited: 2013-05-09 01:07:52
May 09 2013 01:07 GMT
#1106
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.

[image loading]
I root for CJ because their fb posts are hilarious
skdeimos
Profile Joined May 2013
Canada155 Posts
May 09 2013 05:14 GMT
#1107
http://i.imgur.com/gmDCv0G.jpg
http://i.imgur.com/PZMbCME.jpg

Made a map today in about ~2 hours. This was my first experience with the map editor, so it isn't very polished. Layout only so far, no aesthetics. Does anyone have suggestions on what to change/fix?
sandstorm
Profile Joined June 2012
8 Posts
May 09 2013 17:37 GMT
#1108
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?
[image loading]
a176
Profile Blog Joined August 2009
Canada6688 Posts
May 09 2013 17:41 GMT
#1109
On May 09 2013 14:14 skdeimos wrote:
http://i.imgur.com/gmDCv0G.jpg
http://i.imgur.com/PZMbCME.jpg

Made a map today in about ~2 hours. This was my first experience with the map editor, so it isn't very polished. Layout only so far, no aesthetics. Does anyone have suggestions on what to change/fix?


not bad at all for a first attempt. welcome to the forum.
starleague forever
RxDamitol
Profile Joined February 2011
United States83 Posts
Last Edited: 2013-05-20 02:05:14
May 10 2013 09:03 GMT
#1110
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 +

[image loading]


Angled view:
+ Show Spoiler +

[image loading]


The Main:
+ Show Spoiler +

[image loading]


The Natural:
+ Show Spoiler +

[image loading]


Xel'Naga Tower
+ Show Spoiler +

[image loading]
Greedy beats Safe, Safe beats Cheesy, and Cheesy beats Greedy.
LoveTool
Profile Joined April 2012
Sweden143 Posts
Last Edited: 2013-05-11 19:59:05
May 11 2013 19:53 GMT
#1111
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]
Coppermantis
Profile Joined June 2012
United States845 Posts
Last Edited: 2013-05-12 05:19:16
May 12 2013 04:06 GMT
#1112
[image loading]


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.
theworldofdustoerba
Profile Joined November 2012
51 Posts
Last Edited: 2013-05-12 21:42:24
May 12 2013 08:41 GMT
#1113
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 +
[image loading]


Changes : Main Reworked plus minor other things.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
May 12 2013 16:28 GMT
#1114
@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.
~ ~ <°)))><~ ~ ~
Atlasy
Profile Blog Joined August 2010
Hungary229 Posts
May 12 2013 18:47 GMT
#1115
[image loading]

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
LoveTool
Profile Joined April 2012
Sweden143 Posts
Last Edited: 2013-05-12 21:35:24
May 12 2013 21:35 GMT
#1116
@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
[image loading]
theworldofdustoerba
Profile Joined November 2012
51 Posts
May 12 2013 21:43 GMT
#1117
@TheFish7: I've reworked the main, do you think it's better gameplay wise? Thx for the input.
LoveTool
Profile Joined April 2012
Sweden143 Posts
Last Edited: 2013-05-13 08:04:23
May 13 2013 08:02 GMT
#1118
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.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
May 18 2013 02:07 GMT
#1119
On May 13 2013 03:47 Atlasy wrote:
+ Show Spoiler +
&#91;image loading&#93;


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:

&#91;image loading&#93;

Is it worth it at all to continue?
Moderatorshe/her
TL+ Member
Fatam
Profile Joined June 2012
1986 Posts
May 18 2013 02:12 GMT
#1120
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
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
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