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Work In Progress Melee Maps - Page 59

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 57 58 59 60 61 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
Coppermantis
Profile Joined June 2012
United States845 Posts
May 27 2013 21:29 GMT
#1161
Rockefeller Plateau
[image loading]

Thoughts before I continue with texture work?
lorestarcraft
Profile Joined April 2011
United States1049 Posts
May 27 2013 21:56 GMT
#1162
On May 28 2013 06:29 Coppermantis wrote:
Rockefeller Plateau
[image loading]

Thoughts before I continue with texture work?

Super easy gold for terran to PF and push from
SC2 Mapmaker
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
May 27 2013 22:26 GMT
#1163
On May 28 2013 06:05 The_Templar wrote:
Show nested quote +
On May 28 2013 05:59 Yonnua wrote:
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??


A forge fast expand which leaves the mineral line completely open to attacks. It isn't a safe FFE and the reason that maps that use nexus to wall FFEs never result in good PvZs (i.e. dual sight). Especially when there are really strong aggressive options floating around the meta at the moment like Leenock's speedling all-in and tons of different baneling variations. There needs to be the ability for a full wall (and this one barely walls from ramp to nexus with 3 buildings.
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
NewSunshine
Profile Joined July 2011
United States5938 Posts
May 27 2013 22:35 GMT
#1164
Taking another approach to non-1v1 maps:
[image loading]

Sort of a 2v2v2v2 map. There are 2 main styles you can play on the map - you can take the middle gold bases and the watchtower, and hold the center, or you can expand along the edges, and sort of ring around the map. Either one should work well enough, mostly because the map is 200x200. It might also work as a 4v4 map, sorta like Atlas Station, that's still up in the air.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
sCnDiamond
Profile Joined January 2011
Germany340 Posts
May 27 2013 23:10 GMT
#1165
@Coppermantis: Your rush distance seems pretty short. The gold is just as lorestarcraft says. It's also (too) easy to take expansions on your map. Most of them are on the same high ground, and the biggest ramp to that is only 3 forcefields wide.
formerly spinnaker.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
May 28 2013 01:32 GMT
#1166
@NewSunshine - I like the concept, and think that layout would work for 4v4. One tweak might be to open up the midground areas directly behind each gold mineral line.
~ ~ <°)))><~ ~ ~
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
May 28 2013 01:59 GMT
#1167
On May 28 2013 07:35 NewSunshine wrote:
Taking another approach to non-1v1 maps:

Sort of a 2v2v2v2 map. There are 2 main styles you can play on the map - you can take the middle gold bases and the watchtower, and hold the center, or you can expand along the edges, and sort of ring around the map. Either one should work well enough, mostly because the map is 200x200. It might also work as a 4v4 map, sorta like Atlas Station, that's still up in the air.


Is the bottom half meant to be one hex to the right (shakuras-style)?
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
May 28 2013 03:30 GMT
#1168
On May 28 2013 10:59 Yonnua wrote:
Show nested quote +
On May 28 2013 07:35 NewSunshine wrote:
Taking another approach to non-1v1 maps:

Sort of a 2v2v2v2 map. There are 2 main styles you can play on the map - you can take the middle gold bases and the watchtower, and hold the center, or you can expand along the edges, and sort of ring around the map. Either one should work well enough, mostly because the map is 200x200. It might also work as a 4v4 map, sorta like Atlas Station, that's still up in the air.


Is the bottom half meant to be one hex to the right (shakuras-style)?

It's just rotational symmetry - notice the right half is also one hex higher than the left half.
vibeo gane,
a176
Profile Blog Joined August 2009
Canada6688 Posts
May 28 2013 03:33 GMT
#1169
On May 25 2013 16:07 RFDaemoniac wrote:
[image loading]


no air space
7 bases
love it.
starleague forever
theworldofdustoerba
Profile Joined November 2012
51 Posts
Last Edited: 2013-05-30 18:53:57
May 29 2013 07:47 GMT
#1170
Update: The End of Dreams (changed name from Journey's End).

How is it looking game play wise? I opened up the middle so there is a faster flank to protect your fifth. The middle will have a metal gate that closes and opens within certain time intervals.

Any more gameplay suggestions?

[image loading]
Dellron
Profile Joined October 2012
United States69 Posts
Last Edited: 2013-05-31 02:45:28
May 29 2013 18:28 GMT
#1171
Ok guys, here is the update to my low ground main map:
[image loading]
i made the forward natural a little easier to defend and made the map a little smaller.
distances are:
73 seconds for cross spawn.
69 for horizontal.
(note, these are from town hall to town hall.)

EDIT: oh, i should mention, for those who didn't see my first post, that vertical spawns are disabled.
"too much freedom is bad" -day9 the dictator
algue
Profile Joined July 2011
France1436 Posts
Last Edited: 2013-05-30 13:53:00
May 29 2013 23:32 GMT
#1172
On May 30 2013 03:28 Dellron wrote:
Ok guys, here is the update to my low ground main map:
[image loading]
i made the forward natural a little easier to defend and made the map a little smaller.
distances are:
73 seconds for cross spawn.
69 for horizontal.
(note, these are from town hall to town hall.)

you should rotate your map by 45 degree. Vertical and horizontal ramps have to be used with parsimony
rly ?
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
Last Edited: 2013-05-30 00:38:58
May 30 2013 00:05 GMT
#1173
140x154
+ Show Spoiler +
&#91;image loading&#93;

Main bases on low ground in top right/bottom left

Edit: Made this from scratch since post.

140x142
+ Show Spoiler +
&#91;image loading&#93;
please ignore the completely random stuff like the hole in the high ground next to the main and the xel'naga watch tower, they will be removed.
ModeratorI am still alive, somehow
TL+ Member
algue
Profile Joined July 2011
France1436 Posts
May 30 2013 15:42 GMT
#1174
On May 30 2013 09:05 The_Templar wrote:
140x154
+ Show Spoiler +
[image loading]

Main bases on low ground in top right/bottom left

Edit: Made this from scratch since post.

140x142
+ Show Spoiler +
[image loading]
please ignore the completely random stuff like the hole in the high ground next to the main and the xel'naga watch tower, they will be removed.


A lot of wasted space and weird ramps.
rly ?
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
May 30 2013 16:10 GMT
#1175
in both maps or one of them?
ModeratorI am still alive, somehow
TL+ Member
Dellron
Profile Joined October 2012
United States69 Posts
May 30 2013 16:57 GMT
#1176
On May 30 2013 08:32 algue wrote:
Show nested quote +
On May 30 2013 03:28 Dellron wrote:
Ok guys, here is the update to my low ground main map:
[image loading]
i made the forward natural a little easier to defend and made the map a little smaller.
distances are:
73 seconds for cross spawn.
69 for horizontal.
(note, these are from town hall to town hall.)

you should rotate your map by 45 degree. Vertical and horizontal ramps have to be used with parsimony

how do i rotate the map by 45 degree's, and whats wrong with having lots of vertical/horizontal ramps.
"too much freedom is bad" -day9 the dictator
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
May 30 2013 17:12 GMT
#1177
On May 31 2013 01:57 Dellron wrote:
Show nested quote +
On May 30 2013 08:32 algue wrote:
On May 30 2013 03:28 Dellron wrote:
Ok guys, here is the update to my low ground main map:
&#91;image loading&#93;
i made the forward natural a little easier to defend and made the map a little smaller.
distances are:
73 seconds for cross spawn.
69 for horizontal.
(note, these are from town hall to town hall.)

you should rotate your map by 45 degree. Vertical and horizontal ramps have to be used with parsimony

how do i rotate the map by 45 degree's, and

you'd pretty much have to remake the map actually

whats wrong with having lots of vertical/horizontal ramps.

hard to wall and they often look awkward.
ModeratorI am still alive, somehow
TL+ Member
Dellron
Profile Joined October 2012
United States69 Posts
May 30 2013 18:35 GMT
#1178
On May 31 2013 02:12 The_Templar wrote:
Show nested quote +
On May 31 2013 01:57 Dellron wrote:
On May 30 2013 08:32 algue wrote:
On May 30 2013 03:28 Dellron wrote:
Ok guys, here is the update to my low ground main map:
[image loading]
i made the forward natural a little easier to defend and made the map a little smaller.
distances are:
73 seconds for cross spawn.
69 for horizontal.
(note, these are from town hall to town hall.)

you should rotate your map by 45 degree. Vertical and horizontal ramps have to be used with parsimony

how do i rotate the map by 45 degree's, and

you'd pretty much have to remake the map actually

Show nested quote +
whats wrong with having lots of vertical/horizontal ramps.

hard to wall and they often look awkward.

the ramps are all pretty big so i didn't you would want to wall much anyways. the only place that you would really want to wall would be the natural, and the primary entrance to that isn't a ramp.
i don't really think it looks awkward, but i look at maps differently than most, and i like to do things different.
"too much freedom is bad" -day9 the dictator
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
May 30 2013 18:50 GMT
#1179
On May 31 2013 03:35 Dellron wrote:
Show nested quote +
On May 31 2013 02:12 The_Templar wrote:
On May 31 2013 01:57 Dellron wrote:
On May 30 2013 08:32 algue wrote:
On May 30 2013 03:28 Dellron wrote:
Ok guys, here is the update to my low ground main map:
&#91;image loading&#93;
i made the forward natural a little easier to defend and made the map a little smaller.
distances are:
73 seconds for cross spawn.
69 for horizontal.
(note, these are from town hall to town hall.)

you should rotate your map by 45 degree. Vertical and horizontal ramps have to be used with parsimony

how do i rotate the map by 45 degree's, and

you'd pretty much have to remake the map actually

whats wrong with having lots of vertical/horizontal ramps.

hard to wall and they often look awkward.

the ramps are all pretty big so i didn't you would want to wall much anyways. the only place that you would really want to wall would be the natural, and the primary entrance to that isn't a ramp.
i don't really think it looks awkward, but i look at maps differently than most, and i like to do things different.

hmm, didn't look at your map the first time, just answered your question.
now that I've actually looked, my opinions:
-not a fan of low ground main + in-base natural but it could work I suppose
-you could connect the thirds between bottom/top bases with high ground and have a single set of rocks
-the low ground fourths are really close together (all of them), maybe change into one base or separate them more?
-change the one ramp into low ground fourths (3 and 9 o'clock) into two diagonal ramps so the base is easier to access by both parties.
-make 6 and 12 bases slightly larger so battles can occur there
I'm not a very good mapmaker so take my advice with a grain of salt.
ModeratorI am still alive, somehow
TL+ Member
InfCereal
Profile Joined December 2011
Canada1759 Posts
Last Edited: 2013-05-31 00:48:17
May 31 2013 00:46 GMT
#1180
I realize this is hard to see, sorry. Just give it a click, then zoom to your heart's content.

[image loading]

Comments on the layout?
Was hoping to make something viable for aggression, but was rewarding if you could hold on until the later game, while opening up in the very late stages again.
Cereal
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