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Work In Progress Melee Maps - Page 57

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 55 56 57 58 59 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
Syphon8
Profile Joined July 2010
Canada298 Posts
May 18 2013 23:50 GMT
#1121
[image loading]
',:/
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
May 19 2013 00:27 GMT
#1122
On May 19 2013 08:50 Syphon8 wrote:
+ Show Spoiler +
[image loading]

Seems super easy to turtle on four bases for a lot of the mid-game...
Moderatorshe/her
TL+ Member
Syphon8
Profile Joined July 2010
Canada298 Posts
Last Edited: 2013-05-19 00:31:55
May 19 2013 00:31 GMT
#1123
On May 19 2013 09:27 The_Templar wrote:
Show nested quote +
On May 19 2013 08:50 Syphon8 wrote:
+ Show Spoiler +
[image loading]

Seems super easy to turtle on four bases for a lot of the mid-game...


Yup. And that's countered by how easy it is for your opponent to mass expand.

Also, the in base natural is very exposed from the low ground, and rush distances aren't very far.
',:/
sdair
Profile Joined December 2012
United Kingdom25 Posts
Last Edited: 2013-05-21 00:30:31
May 21 2013 00:28 GMT
#1124
Hey first time poster, ive been working on this map for a couple of weeks, its still in progress, but im looking for some critique and ideas on how i can improve it

as well as which texture set you think is better

http://i.imgur.com/Wa7xFtf.jpg

http://i.imgur.com/dBizaBw.jpg

thanks in advance

-sdair

t_t apparantly my pics are too big to display here so ill just make them links
Have you ever been so far as decided to use even go want to do look more like?
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2013-05-21 01:27:20
May 21 2013 01:26 GMT
#1125
@sdair: When you're making a post you can use the "upload image" link on the right above the text box to upload something on imgur and have it displayed at the proper size as a link to the fullsize.

Your map is quite large with a lot of extreme open spaces (like between the natural and 3rd on the lowground). I would make the width about 70% of what it is now and this will eat up a lot of the open areas. I think you should either put the 4th with the minerals against the highground area to make it more important, or put a new base on the highground or under a cliff somewhere else. Right now it's just a void between the main/nat/3rd and the opposite corner.

tl;dr the proportions aren't quite right but it's worth fixing them to pursue the layout
Comprehensive strategic intention: DNE
theworldofdustoerba
Profile Joined November 2012
51 Posts
Last Edited: 2013-05-22 20:50:05
May 21 2013 02:39 GMT
#1126
Update on Journey's End. Still working on textures, doodading, and inserting cool game mechanics if I can (I don't know how to work with triggers so thats gonna be tricky).

Any more advice for gameplay wise? Thx

[image loading]
sdair
Profile Joined December 2012
United Kingdom25 Posts
May 21 2013 19:26 GMT
#1127
@EatThePath, thanks for the advice, ill try and thin it down a bit ^_^

as for the images, thanks i didnt notice it at first :s ill use that in the future!
Have you ever been so far as decided to use even go want to do look more like?
a176
Profile Blog Joined August 2009
Canada6688 Posts
May 21 2013 22:55 GMT
#1128
On May 19 2013 08:50 Syphon8 wrote:
[image loading]


dat bw feels
starleague forever
monitor
Profile Blog Joined June 2010
United States2404 Posts
May 21 2013 23:28 GMT
#1129
Syphon you should try rotational symmetry with that layout, it may work.

Not a big fan of horizontal spawns the way it is, just quite linear and has short distances.

Vertical are ok but the natural will be hard for Zerg. I doubt it would end up being imbalanced overall, since the fourth/fifth are so easy.

The middle seems to choked. Based on this and my other comments, you could probably just enlarge the map all together to at least 148x148 or 152x152, if it isn't already.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
sdair
Profile Joined December 2012
United Kingdom25 Posts
May 22 2013 02:30 GMT
#1130
Ok update now

ive fixed the map proportions (i think at least) but decided to leave the fourth as a low ground, i keep thinking that it would be too easy to defend considering its position to the natural

[image loading]

also im looking for some criticism of my new attempt at a map, its based off the BW map La Mancha, any suggestions on what i could do to improve it?

[image loading]
Have you ever been so far as decided to use even go want to do look more like?
sCnDiamond
Profile Joined January 2011
Germany340 Posts
Last Edited: 2013-05-22 13:24:51
May 22 2013 13:23 GMT
#1131
Trying out some texture styles i haven't used before.

[image loading]
formerly spinnaker.
Dellron
Profile Joined October 2012
United States69 Posts
Last Edited: 2013-05-23 03:41:33
May 22 2013 15:28 GMT
#1132
here is my new map layout:

[image loading]

[image loading]

its a 4 spawn, 1v1 map, vertical spawn will be disabled. i wanted to try low ground mains, not many people do them and i think if you do it right its still balanced. there is a choice between where to expand, i like the idea of having 2 possible naturals, and this one there is a big choice on where to expand first. the expansion path will heavily change depending on the spawn locations and the matchups.
so, i would like to hear what you guys think about the layout, before i got and texture it.
"too much freedom is bad" -day9 the dictator
Syphon8
Profile Joined July 2010
Canada298 Posts
Last Edited: 2013-05-22 17:04:22
May 22 2013 17:03 GMT
#1133
On May 22 2013 07:55 a176 wrote:
Show nested quote +
On May 19 2013 08:50 Syphon8 wrote:
[image loading]


dat bw feels


Well, I tried

On May 22 2013 08:28 monitor wrote:
Syphon you should try rotational symmetry with that layout, it may work.

Not a big fan of horizontal spawns the way it is, just quite linear and has short distances.

Vertical are ok but the natural will be hard for Zerg. I doubt it would end up being imbalanced overall, since the fourth/fifth are so easy.

The middle seems to choked. Based on this and my other comments, you could probably just enlarge the map all together to at least 148x148 or 152x152, if it isn't already.


The vertical/horizontal distances are, IIRC, within 5% of each other (even if you compare the backdoors vs. front doors) (just looks off cause of the shitty screengrab)

I somewhat agree about the middle, but I don't want to make it completely open because then it's WAY too big and T/P will never push out of their 4 base.

I'll try putting in on a rotational and see what happens, because you're right it definitely might work better. I sort of didn't plan this one out, just threw down cliffs. Ty for good feedback.
',:/
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 22 2013 17:07 GMT
#1134
spinnaker, I like
Comprehensive strategic intention: DNE
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
May 22 2013 20:32 GMT
#1135
need some opinions on this
+ Show Spoiler +
[image loading]


known issues are the main being to large and the ovy tower at nat being to effective, im thinking about cutting in the back of the main with dead air.

as for texturing I want it to look more like an asteroid but it turns out ugly every time and need to resort to a space station kind off look, so I'm not quite sure what I'll do with that.
"Not you."
MarcusRife
Profile Joined March 2011
343 Posts
May 22 2013 22:39 GMT
#1136
[image loading]
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
May 22 2013 23:29 GMT
#1137
On May 23 2013 07:39 MarcusRife wrote:
+ Show Spoiler +
[image loading]

Is this a 2v2 map design? Feels like one, and I think it'd also work better as one.
Twitter: @iamcaustic
Dellron
Profile Joined October 2012
United States69 Posts
Last Edited: 2013-05-23 01:17:02
May 23 2013 01:16 GMT
#1138
On May 23 2013 08:29 iamcaustic wrote:
Show nested quote +
On May 23 2013 07:39 MarcusRife wrote:
+ Show Spoiler +
[image loading]

Is this a 2v2 map design? Feels like one, and I think it'd also work better as one.

it does look like a good 2v2 map, but would need to be cross spawn only.
"too much freedom is bad" -day9 the dictator
Reptilia
Profile Joined June 2010
Chile913 Posts
Last Edited: 2013-05-23 19:23:17
May 23 2013 19:21 GMT
#1139
My first map, feedback is welcomed!
cliff over middle expantions is not pathable/buildable
needless to say, Work in progress
[image loading]
[image loading]
The secret to creativity is knowing how to hide your sources
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
Last Edited: 2013-05-23 23:58:01
May 23 2013 23:57 GMT
#1140
On May 24 2013 04:21 Reptilia wrote:
My first map, feedback is welcomed!
cliff over middle expantions is not pathable/buildable
needless to say, Work in progress
+ Show Spoiler +
[image loading]
[image loading]


An excellent first map. I think its biggest flaw right now is that the center is too tight - aside from a few spots around the edges or maybe right in front of the nat, there's really nowhere for a big battle to occur.
vibeo gane,
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