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Thoughts before I continue with texture work?
Forum Index > SC2 Maps & Custom Games |
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin | ||
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Coppermantis
United States845 Posts
May 27 2013 21:29 GMT
#1161
![]() Thoughts before I continue with texture work? | ||
lorestarcraft
United States1049 Posts
May 27 2013 21:56 GMT
#1162
On May 28 2013 06:29 Coppermantis wrote: Rockefeller Plateau ![]() Thoughts before I continue with texture work? Super easy gold for terran to PF and push from | ||
Yonnua
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. | ||
NewSunshine
United States5938 Posts
May 27 2013 22:35 GMT
#1164
![]() 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. | ||
sCnDiamond
Germany340 Posts
May 27 2013 23:10 GMT
#1165
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TheFish7
United States2824 Posts
May 28 2013 01:32 GMT
#1166
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Yonnua
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)? | ||
-NegativeZero-
United States2141 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. | ||
a176
Canada6688 Posts
May 28 2013 03:33 GMT
#1169
no air space 7 bases love it. | ||
theworldofdustoerba
51 Posts
May 29 2013 07:47 GMT
#1170
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? ![]() | ||
Dellron
United States69 Posts
May 29 2013 18:28 GMT
#1171
![]() 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. | ||
algue
France1436 Posts
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: ![]() 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 | ||
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The_Templar
your Country52797 Posts
May 30 2013 00:05 GMT
#1173
+ Show Spoiler + Main bases on low ground in top right/bottom left Edit: Made this from scratch since post. 140x142 + Show Spoiler + | ||
algue
France1436 Posts
May 30 2013 15:42 GMT
#1174
On May 30 2013 09:05 The_Templar wrote: 140x154 + Show Spoiler + Main bases on low ground in top right/bottom left Edit: Made this from scratch since post. 140x142 + Show Spoiler + A lot of wasted space and weird ramps. | ||
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The_Templar
your Country52797 Posts
May 30 2013 16:10 GMT
#1175
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Dellron
United States69 Posts
May 30 2013 16:57 GMT
#1176
On May 30 2013 08:32 algue wrote: 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. | ||
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The_Templar
your Country52797 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: ![]() 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. | ||
Dellron
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: ![]() 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 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. | ||
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The_Templar
your Country52797 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: ![]() 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. | ||
InfCereal
Canada1759 Posts
May 31 2013 00:46 GMT
#1180
![]() 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. | ||
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