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Work In Progress Melee Maps - Page 57
Forum Index > SC2 Maps & Custom Games |
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin | ||
Syphon8
Canada298 Posts
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The_Templar
your Country52797 Posts
Seems super easy to turtle on four bases for a lot of the mid-game... | ||
Syphon8
Canada298 Posts
On May 19 2013 09:27 The_Templar wrote: 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
United Kingdom25 Posts
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 | ||
EatThePath
United States3943 Posts
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 | ||
theworldofdustoerba
51 Posts
Any more advice for gameplay wise? Thx ![]() | ||
sdair
United Kingdom25 Posts
as for the images, thanks i didnt notice it at first :s ill use that in the future! ![]() | ||
a176
Canada6688 Posts
On May 19 2013 08:50 Syphon8 wrote: ![]() dat bw feels | ||
monitor
United States2403 Posts
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. | ||
sdair
United Kingdom25 Posts
![]() 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 ![]() 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? ![]() | ||
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Dellron
United States69 Posts
![]() ![]() 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. | ||
Syphon8
Canada298 Posts
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
United States3943 Posts
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Meavis
Netherlands1300 Posts
+ Show Spoiler + ![]() 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. | ||
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iamcaustic
Canada1509 Posts
Is this a 2v2 map design? Feels like one, and I think it'd also work better as one. | ||
Dellron
United States69 Posts
On May 23 2013 08:29 iamcaustic wrote: 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. | ||
Reptilia
Chile913 Posts
cliff over middle expantions is not pathable/buildable needless to say, Work in progress ![]() ![]() | ||
-NegativeZero-
United States2141 Posts
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 + ![]() ![]() 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. | ||
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