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Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin |
On June 15 2013 08:23 SiskosGoatee wrote: I think it's time to admit this topic is pretty much failing. THe majority of concepts posted here receive no commentary because most people of course only visit this thread when they are posting something themselves for criticism rather than just stopping by to give criticism. For me, this topic is only at the back of my head when I am soliciting feedback and I rarely give it unless I have a project dangling here. So here's my solution:
For every WIP you post from now on, you have to comment on 2 other WIP's posted in this thread before and give some solid constructive feedback on the direction. Who's with me? I think that's a good idea. maybe 1 critique per map though.
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On June 15 2013 14:09 meatpudding wrote:Show nested quote +On June 15 2013 08:23 SiskosGoatee wrote: I think it's time to admit this topic is pretty much failing. THe majority of concepts posted here receive no commentary because most people of course only visit this thread when they are posting something themselves for criticism rather than just stopping by to give criticism. For me, this topic is only at the back of my head when I am soliciting feedback and I rarely give it unless I have a project dangling here. So here's my solution:
For every WIP you post from now on, you have to comment on 2 other WIP's posted in this thread before and give some solid constructive feedback on the direction. Who's with me? Just because the thread is not super successful does not mean it's failing. The point is it's less than super successful, less than 20% of maps posted here get any feedback it seems.
I think two or even three is better since one only results into getting feedback from one person. You want feedback from more than one person basically to get a good middle ground.
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Anyway, allow me to lead by example:
I really think there aren't enough open areae in this map. You can pretty much push from your base to the enemy base without ever venturing into any open space. I do really like the natural design though with the rocks at that point, you can see when they are broken I guess and shoot at units that are trying to break them so it leads to some very cool strategy about trying to break or protecting those rocks. The natural seems nexus-wallable which is enough for me. I don' think entrance wallofs are strictly required.
I do think you can get four bases on this map too closely together behind too few chokes though. If you place your single deathball on that bridge in front of the third you can essentially guard 4 bases with it with very little map control or awareness.
On June 10 2013 12:17 Coppermantis wrote:+ Show Spoiler +It's now named Crystal Remnant. Screenshot is a little old and does not represent the current natural wall-off.
Natural is not nexus wallable and the main and natural are very far apart. Makes it very hard to connect both with creep or to comfortably protect from certain attacks as Zerg. Photon overcharge also does not look like it reaches the natural wall or maybe not even the main ramp allowing attacks to easily first kill the wall you can easily just walk into the main.
On June 15 2013 14:09 meatpudding wrote:+ Show Spoiler +On June 15 2013 08:23 SiskosGoatee wrote: I think it's time to admit this topic is pretty much failing. THe majority of concepts posted here receive no commentary because most people of course only visit this thread when they are posting something themselves for criticism rather than just stopping by to give criticism. For me, this topic is only at the back of my head when I am soliciting feedback and I rarely give it unless I have a project dangling here. So here's my solution:
For every WIP you post from now on, you have to comment on 2 other WIP's posted in this thread before and give some solid constructive feedback on the direction. Who's with me? Just because the thread is not super successful does not mean it's failing. Nothing wrong with encouraging more feedback though... I think perhaps quality feedback is more important than quantity, and it's not easy to get good feedback. So yeah ^^ someone want to critique my natural layout? Personally like number 3 the most. But that's just my subjectivity.
Currently working on this: The idea is that it's cross only and the rocks are indestructible but blow up on their own on a set timer. This creates two completely spawns, one having an inbase natural, the other doesn't. After the rocks blow up it becomes a standard rotational map where you have spawned cross.
When the rocks break open in one of the spawns: Your inbase natural gets two openings into it In the other spawn: Your main gets a backdoor opened into it Centre of the map: gets more opened up.
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Photon Overcharge is 13 range, so it can reach both the wall (The one in my picture is a little farther out than it needs to be, just for reference) and the main ramp. I moved both the natural and the main mineral lines in closer to eachother too, so that it only takes 2 tumors as opposed to 3 to connect the two.
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Well, it can reach the wall, let me rephrase, can it stop raoches from firing at the wall outside photon overcharge range.
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Hmm, I checked and it can hit them, but not covering the entire wall. It wouldn't be hard to just move the nat up some more, to give a photon overcharge complete coverage.
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Hello everyone, I'd like to share my newest work with you guys and maybe get some feedback. So far its little more than the basic layout and I'm sure there will be alot of things that I still will change but I would like to get some opinions first. Do you think it will play out good? Does it seem balanced? Do you see any possible gameplay problems? Ideas? suggestions?
So yeah its not pretty yet, but tell me what you think about it. Thanks !
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WOW, these are awesome looking maps, i would love to see a few of these on ladder! good job guys, i wish more people would actually play with the sc2 editor!
(i've tried, and i'm editorially impaired lol)
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@2more: That's a really nice map, I think, although Reapers and Blink-stalkers might be a little powerful. I don't think it's a huge issue there though.
And @Meatpudding: I like #2 the best right now, since #3 has the blocked passage leading right into the mineral line, which seems awkward to me.
A thing:
Update: I've removed some of the ground between the natural and the base directly north/south of it to make it unreachable by siege tanks. Otherwise, it's the same.
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Another layout i made today. Starting positons are on 1 and 11 o'clock.
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On June 15 2013 19:34 SiskosGoatee wrote:Anyway, allow me to lead by example: + Show Spoiler +Currently working on this: The idea is that it's cross only and the rocks are indestructible but blow up on their own on a set timer. This creates two completely spawns, one having an inbase natural, the other doesn't. After the rocks blow up it becomes a standard rotational map where you have spawned cross. When the rocks break open in one of the spawns: Your inbase natural gets two openings into it In the other spawn: Your main gets a backdoor opened into it Centre of the map: gets more opened up.
I agree with you on the 2 comments for each post, and have been trying to do so whenever I post.
I like the concept, and the execution seems very clean. Other than that the map is pretty heavily CS, in that on 3 base vs 3 base you could be almost right next to each other if some offensive slow-pusher decides not to take the in-base natural. Edit: not that this is a bad thing, just the only other broad stroke feature that stuck out to me.
What time were you thinking of having the rocks disappear for? Do you see any particular pushes being timed to hit that moment and if so how might a defender prepare for them?
I also find that 1hyg in the gold base to be a little strange. It is a full base of minerals (6 gold) but only 3/4 base of gas. Is there a specific purpose for this? Gas is not as worker-heavy as minerals anyway, so it's not reducing your investment risk enough for the decreased gas cost to be worth it, imo. Perhaps mineral heavy could inspire a unit-heavy composition for T and possibly Z, making this a sort of 3-base/control the map for an all-in type of thing when you don't get an in-base natural.
On June 22 2013 08:29 Coppermantis wrote:+ Show Spoiler +A thing: Update: I've removed some of the ground between the natural and the base directly north/south of it to make it unreachable by siege tanks. Otherwise, it's the same.
Why only a 1-ramp down into the in-base natural but a 2-ramp at the other? I would make the in-base natural have a 2-ramp down and the other ramp be a 2-ramp with rocks covering half of them so you can still defend against very early small unit count aggression.
Many of your cliff lines look awkward, even for artificial terrain. Try some more concave polygons and keep your straight lines a little shorter.
The main looks a little big atm, but that could just be me. I might like to see some of that extra space be moved into the in-base natural so that your buildings are a little bit more spread out, and the base that isn't the in-base natural will be a little bit more attractive as a third. It might be cool to make the high ground base hold-able as a third relatively early, but open up later (with rocks or something) since the low-ground potential third is so close by air. Something else that would help to this end is moving the ramp up to the high ground base closer to the ramp down from the main.
The destructible rock towers also don't seem that interesting to me. You are likely to be so far away from them that you can just put them down, and then they delay a push by a short amount of time. You still won't really know when the push is going to hit and it's not like it makes the time difference between being able to defend and not, as a simple single-unit scout would do the same thing.
Also the gold as a 5th/6th base doesn't seem to be all that different to hold than the standard base next to it except that it's more difficult as a zerg vs a terran because of that high ground that overlooks it where a terran army can corner themselves.
I would rotate it counter-clockwise a bit more in order to be an ambiguous base, potentially a 4th if you expand through your in-base natural. Definitely keep some high-ground over it, though.
On June 23 2013 22:14 sCnDiamond wrote:+ Show Spoiler +Another layout i made today. Starting positons are on 1 and 11 o'clock.
like with Coppermantis' map above yours, it'd be interesting to see that high ground base make a viable 3rd for protoss or a mech terran vs zerg or a bio terran. Bringing the ramp up to the third closer to the entrance to the natural (or the other way around) would help to this end.
Also is the space between the mains going to be cliff-walkable/blinkable?
I wonder if there's a way to make banshee harass more attractive than hellbat drops... if you think of something I think this would be a great map to incorporate it on.
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On June 24 2013 06:08 RFDaemoniac wrote: I wonder if there's a way to make banshee harass more attractive than hellbat drops... if you think of something I think this would be a great map to incorporate it on.
Dozens of neutral hold position units standing directly on and around the mineral line so that the only way to move or drop a ground unit near it is to mineral walk.
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On June 24 2013 06:08 RFDaemoniac wrote: like with Coppermantis' map above yours, it'd be interesting to see that high ground base make a viable 3rd for protoss or a mech terran vs zerg or a bio terran. Bringing the ramp up to the third closer to the entrance to the natural (or the other way around) would help to this end.
Also is the space between the mains going to be cliff-walkable/blinkable?
I wonder if there's a way to make banshee harass more attractive than hellbat drops... if you think of something I think this would be a great map to incorporate it on. The cliffs between the mains are unpathable. I think it's up to blizzard to make Banshee harass more viable again. At the moment it's just better to do hellbat drops, which are easier to execute, require less tech and are less risky. It can't be encouraged by maps i think, because both forms of harass like the same kind of terrain features.
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What do you think of this? I made the 10:00 base just a regular one since it's not all that out of the way, not any harder to take than the similarly positioned base on Cloud Kingdom. The highground base now has rocks, like you suggested, to be a more viable third.
I left the existing rocks alone for now.
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Hey guys new map ive been working on as of late, trying to create a short rush distance map which allowed for long macro games as well.
Anything that sticks out to you/looks blatantly imba
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Modified a single player map to create a melee map.
Couple of questions:
How do I get rid of all the random red everywhere.
What do you think of the layout?
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@InfCereal
I think the red is pathing blocking stuff
to get rid of it go into the pathing tab and hit the delete pathing tab (the one with the x on it)
then go over it.
if you just want to hide it you can hit v to do so
as for the layout i think too many islands is not a good thing too hard for z and p to take and too easy for t
otherwise i think its quite a nice map too much open space, but im sure you can work around that
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Hey again I see nobody really cared for my earlier post, so i changed it up a bit
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On June 29 2013 23:46 sdair wrote:Hey again I see nobody really cared for my earlier post, so i changed it up a bit
You just have a lot of proportion issues. Things like map size, base distances, rush distances, etc are just out of touch with what they need to be. As of right now, the map is just way to big, too open, with too great of distances. There are lots of other little proportional issues, such as space around mineral lines and distances from the bases to their corresponding chokes. You just have to work on that before you can really start messing with ideas such as mineral wall backdoors, in base expos, etc.
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