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Work In Progress Melee Maps - Page 58

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
RFDaemoniac
Profile Joined September 2011
United States544 Posts
May 24 2013 19:16 GMT
#1141
+ Show Spoiler +
On May 21 2013 11:39 theworldofdustoerba wrote:
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]


You should be careful about using split mineral lines. They are pretty annoying to saturate and more than half of your bases feature them.

+ Show Spoiler +
On May 23 2013 00:28 Dellron wrote:
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.



I think the concept is really cool here, but you have some proportion issues. Try making the map smaller and checking to see what the distances to the various fourths are. I'm not sure why somebody would take the forward natural yet other than to jumpstart creep spread when you already plan on taking a 3rd. Tightening chokes around this area and making it easier to wall off/defend will help with that, though you also want to be careful to not make it too easy to hold 3 bases.

+ Show Spoiler +
On May 24 2013 08:57 -NegativeZero- wrote:
Show nested quote +
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.



You also might run into issues of a base trade, since it's better to send your army around the outside. and if the opponent's army is on the other side of the map, they might have little reason to try and come back to defend instead of just going for a base trade. Tightening up the outside paths will keep them viable for small harass groups, and opening up the middle a bit will encourage head-on fights rather than base trades.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2013-05-24 19:54:02
May 24 2013 19:50 GMT
#1142
Reptilia: IMO you could get rid of some of the middle (unpathable?) high ground to open it up a bit. I don't think it would be too big of an issue to have that 4th base be siegeable. Nice map.

sdair: La Mancha - You could reduce the size of the mains a bit and tighten the map bounds. the middle and the bridges are too tight imo. Your mineral lines need some work, you can't rotate mineral lines 90 degrees because mineral fields are 1X2.
~ ~ <°)))><~ ~ ~
sdair
Profile Joined December 2012
United Kingdom25 Posts
May 24 2013 22:02 GMT
#1143
@TheFish7

ty for the feedback, just wondering what is your reasoning for making the main smaller?
and ok didnt realise that mineral lines worked like that.
also what would you suggest for the bridges, should i just scale them up? i think that that would look weird though :s
Have you ever been so far as decided to use even go want to do look more like?
Ferisii
Profile Joined February 2011
Denmark199 Posts
Last Edited: 2013-05-26 09:31:00
May 24 2013 23:29 GMT
#1144
Something I've been working on and off today. Took some inspiration from monitor's 4player map, regarding the mineral walls.
+ Show Spoiler +
[image loading]

Any thoughts?
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
Last Edited: 2013-05-25 23:07:42
May 25 2013 03:57 GMT
#1145
[image loading]
Playable bounds: 148x124

Based loosely on a work in progress BW map of mine - I think the SC2 version of the layout works much better so I'll probably concentrate on that one.
vibeo gane,
moskonia
Profile Joined January 2011
Israel1448 Posts
May 25 2013 04:45 GMT
#1146
On May 25 2013 08:29 Ferisii wrote:
Something I've been working on and off today. Took some inspiration from monitor's 4player map, regarding the mineral walls.
[image loading]
Any thoughts?

What are the bounds? seems like a really nice rush map, low amount of bases, close air distance and a contested gold base. I don't think most people like rush maps, but I think they have their place
RFDaemoniac
Profile Joined September 2011
United States544 Posts
May 25 2013 07:07 GMT
#1147
[image loading]
This one is pretty much straight from the most recent map jam. I've done a little proportion work, cleaned up the cliffs a bit, added a drop/reaper pod in the main, and added a small ramp to the potential 4th. I'm thinking about making it so that only workers can walk up there (via something like indestructible eggs and mineral walking), as a way to help enable a zerg to delay getting drops.

The goal here is to enable early aggression with a 2 entrance main, while still not being broken. The rush distance is 55 seconds and because there are no ramps you can wall both entrances with 3 buildings total (2x2 or 3x3). 4gates will be possible, reapers have a fair bit of terrain to move around with, and early pools will still have to be accounted for. The direct path was inspired by Klontas Mire, if you couldn't tell. I did, however, want to enable a transition to a mid game while encouraging air/drop play. I'm a little concerned that having 3 of the bases with exposed mineral lines or gas will be too much of a dissuasion from expanding beyond 2-3 bases, though that low ground base above the main is pretty defensible.

[image loading]
This map was also inspired by Klontas Mire and the most recent map jam. I wanted a map that enabled early aggression, but could transition into a drop heavy macro game without completely prohibiting ground play. The rock towers respawn 30 seconds after being killed, so with some attention you should be able to prevent pushes up that ramp indefinitely. Here it's also a little safer to be on two easy bases or even three easy bases compared to the above map, really making it hard for a ground army to do well while not completely shutting the possibility down.

The corner bases I pulled straight from EatThePath's map jam submission, including the towers. The second base on the corner islands is so close to the main that it is ambiguous which player it belongs to. This could lead a terran player to really play the map like an island map and take the four bases on the left side. I'm thinking about ways to enable each player to hold one of the bases on the corner islands, without one completely overpowering the other. Perhaps that is a pipe dream.

The low ground in front of the third is more of an experiment. I think it would make for an interesting place to pickup from after dropping the third, and hopefully encourages some interesting position in front of the third with more standard ground armies.

Both of these maps are in a similar spirit and both are pretty far removed from current standards, so I guess I'm hoping to get some feedback on whether I need to mitigate the concepts more, if you think the premise is interesting/possible, and also just general execution feedback. I plan on doing aesthetics on at least one map with this theme.
sCnDiamond
Profile Joined January 2011
Germany340 Posts
Last Edited: 2013-05-25 17:20:42
May 25 2013 11:51 GMT
#1148
On May 23 2013 02:07 EatThePath wrote:
spinnaker, I like
Thank you <3. I made a map using them yesterday, it's still missing most of the doodads and some more texturing though.

[image loading]

[image loading]

[image loading]

[image loading]
formerly spinnaker.
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
May 25 2013 17:24 GMT
#1149
[image loading]
requesting feedback on layout/textures and maybe ideas for doodads
"Not you."
RFDaemoniac
Profile Joined September 2011
United States544 Posts
May 25 2013 20:21 GMT
#1150
Meavis, the textures make it a little hard to read what is going on. Also what's the rush distance between bases? The center highground looks like it's a little bit off center, too. What type of gameplay are you trying to encourage?
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
Last Edited: 2013-05-25 20:30:10
May 25 2013 20:29 GMT
#1151
Thanks for responding, the middle is actualy dead air, rush distance is about 50 seconds with cross positions forced.
what im trying is a map that gives more opportunity for counter attacks with the circled mid.
this image should give more info on layout.
+ Show Spoiler +
[image loading]
"Not you."
algue
Profile Joined July 2011
France1436 Posts
May 26 2013 00:16 GMT
#1152
Here are 3 maps I made, i'll update my post to add more informations later (it's pretty late here).

Map 1 :
+ Show Spoiler +
[image loading]
Name : Agria Exploitation
Map size (playable): 117x128


Map 2 :
+ Show Spoiler +
[image loading]
Name : Volcanic Fortress
Map size (playable): 131x133


Map 3 :
+ Show Spoiler +
[image loading]
Name : Toxic Area (i'm not really satisfied with this name)
Map size (Playable) : 137x121


Everything is uploaded on EU
Since these are my 2,3 and 4th map, some feedbacks would be appreciated + Show Spoiler +
(I didn't get any feedback for the first one )
rly ?
Ferisii
Profile Joined February 2011
Denmark199 Posts
May 26 2013 09:44 GMT
#1153
On May 25 2013 13:45 moskonia wrote:
What are the bounds? seems like a really nice rush map, low amount of bases, close air distance and a contested gold base. I don't think most people like rush maps, but I think they have their place


Current map bounds are 144x144 while rush distance is 56 ingame seconds, main to main.

Here's the newest update:
[image loading]
Made the choke into the natural, chokier, while also throwing a rock ontop of the backdoor ramp, making it possible to block it with a single unit (Forgot to add rock to the otherside on the screenshot)
Added in one additional base to each side
Skimmed down the gold wall to 500 minerals each, 3000 in total
Some map changes here and there.
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
InfCereal
Profile Joined December 2011
Canada1759 Posts
May 26 2013 17:47 GMT
#1154
Thoughts on this layout?

Note: There's supposed to be a rock to the fourth on the left side, I don't know why it's not in the picture.
There's also supposed to be a highground ledge by the natural on the left side. Also not sure why it's not there.
White lines are los blockers.
Textures are just for distinction purposes.

[image loading]
Cereal
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
May 26 2013 18:10 GMT
#1155
On May 27 2013 02:47 InfCereal wrote:
Thoughts on this layout?

Note: There's supposed to be a rock to the fourth on the left side, I don't know why it's not in the picture.
There's also supposed to be a highground ledge by the natural on the left side. Also not sure why it's not there.
White lines are los blockers.
Textures are just for distinction purposes.


looks very empty and open in the middle
"Not you."
InfCereal
Profile Joined December 2011
Canada1759 Posts
May 26 2013 18:24 GMT
#1156
On May 27 2013 03:10 19Meavis93 wrote:
Show nested quote +
On May 27 2013 02:47 InfCereal wrote:
Thoughts on this layout?

Note: There's supposed to be a rock to the fourth on the left side, I don't know why it's not in the picture.
There's also supposed to be a highground ledge by the natural on the left side. Also not sure why it's not there.
White lines are los blockers.
Textures are just for distinction purposes.


looks very empty and open in the middle


I don't know what to put there.

And as I write that, I get an idea.
Cereal
sCnDiamond
Profile Joined January 2011
Germany340 Posts
Last Edited: 2013-05-27 18:15:39
May 26 2013 20:36 GMT
#1157
Coming along nicely.
[image loading]

/edit:
It's finished:
[image loading]
formerly spinnaker.
IeZaeL
Profile Joined July 2012
Italy991 Posts
May 27 2013 19:54 GMT
#1158
Golden Age , Work in progress.

http://puu.sh/32t36.png ( Open image , bbcode doesnt work here )

Thoughts ?
Author of Coda and Eastwatch.
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
May 27 2013 20:59 GMT
#1159
On May 28 2013 04:54 IeZaeL wrote:
Golden Age , Work in progress.

http://puu.sh/32t36.png ( Open image , bbcode doesnt work here )

Thoughts ?


No Forge Fast Expand?
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
May 27 2013 21:05 GMT
#1160
On May 28 2013 05:59 Yonnua wrote:
Show nested quote +
On May 28 2013 04:54 IeZaeL wrote:
Golden Age , Work in progress.

http://puu.sh/32t36.png ( Open image , bbcode doesnt work here )

Thoughts ?


No Forge Fast Expand?

there's a forge fast expand in the freaking picture??
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