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Work In Progress Melee Maps - Page 71

Forum Index > SC2 Maps & Custom Games
Post a Reply
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Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2013-08-03 01:08:57
August 03 2013 00:43 GMT
#1401
On August 03 2013 09:41 -NegativeZero- wrote:
So I decided to go full retard and combine concepts from Korhal Floating Island, ATTx's Colosseum, and the BW map Waiting to Panic in one giant mash-up of imbaness:

[image loading]

Spawns are in the corners. Since your nat is going to get harassed a lot, I tried to compensate by increasing the resources in the main to 1.5 times their normal value. But then, it was more convenient to use 9 minerals rather than 8 to block the passages at the nat, so then I moved one mineral from the main to the nat. Plus, I wanted the nats to mine out faster so the center passages could be used.

The end result: 11m3g mains with the standard 1500 minerals per patch, and 9m2g nats with only 1000 minerals per patch. (The thirds, surprisingly, are normal.)

Even more stupidly imba version with center high ground:
+ Show Spoiler +
[image loading]

that looks exactly like a bw map I made called frenzy. will post it if I make a sc2 version
wait which bases are the mains? frenzy had the main bases at the high ground near the center
Moderatorshe/her
TL+ Member
Quakecomm
Profile Joined April 2012
United States344 Posts
August 03 2013 01:40 GMT
#1402
On August 03 2013 09:43 The_Templar wrote:
Show nested quote +
On August 03 2013 09:41 -NegativeZero- wrote:
So I decided to go full retard and combine concepts from Korhal Floating Island, ATTx's Colosseum, and the BW map Waiting to Panic in one giant mash-up of imbaness:

[image loading]

Spawns are in the corners. Since your nat is going to get harassed a lot, I tried to compensate by increasing the resources in the main to 1.5 times their normal value. But then, it was more convenient to use 9 minerals rather than 8 to block the passages at the nat, so then I moved one mineral from the main to the nat. Plus, I wanted the nats to mine out faster so the center passages could be used.

The end result: 11m3g mains with the standard 1500 minerals per patch, and 9m2g nats with only 1000 minerals per patch. (The thirds, surprisingly, are normal.)

Even more stupidly imba version with center high ground:
+ Show Spoiler +
[image loading]

that looks exactly like a bw map I made called frenzy. will post it if I make a sc2 version
wait which bases are the mains? frenzy had the main bases at the high ground near the center

I like the new ideas a lot but don't you think Terran would be pretty good on this map?
gorkey island is the only good map
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
August 03 2013 02:14 GMT
#1403
@Templar: That's funny since I made a draft of a BW version at the exact same time I made this SC2 draft. Mains are in the corners.

@Quakecomm: If anything I think Z would be underpowered, since P can warp into the middle, FF the corridors, and use the nexus cannon to defend, and has the option of going air. Z does have the bonus of the increased gas count off 2 bases, and they can almost always expand away from the opponent. Maybe they could try stuff like nyduses into the middle, or speedling counterattacks the long way around the map? At any rate I'm not too concerned about the balance, it's just a fun idea which I don't even know if I'll finish lol.
vibeo gane,
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
August 03 2013 04:16 GMT
#1404
[image loading]

154x140 nat-nat=46
Any thoughts? I think I may widen up the area with the man-made cliffs
~ ~ <°)))><~ ~ ~
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2013-08-03 05:27:22
August 03 2013 05:26 GMT
#1405
@ the neg zero concept - I think we've learned (feel free to debate this, though) that any mineral wall that doubles as a base that has a very far run distance to reach the other side can be pretty problematic unless there is another viable place to expand.

interesting concept nonetheless
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
Coppermantis
Profile Joined June 2012
United States845 Posts
Last Edited: 2013-08-03 07:09:40
August 03 2013 07:08 GMT
#1406
@TheFish7: The layout is really interesting, good job there. And I don't really think the man-made cliff areas need that much widening.

[image loading]

Updates. I was already planning on revamping the middle. Might do it again, but feedback is good anyway.

Edit: not sure what happened in the top right corner. That weird glitch happens with ramps sometimes.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
August 03 2013 07:19 GMT
#1407
On August 03 2013 14:26 Fatam wrote:
@ the neg zero concept - I think we've learned (feel free to debate this, though) that any mineral wall that doubles as a base that has a very far run distance to reach the other side can be pretty problematic unless there is another viable place to expand.

interesting concept nonetheless

that's the thing, there is no run distance to reach the other side - the center is an island :D
vibeo gane,
moskonia
Profile Joined January 2011
Israel1448 Posts
August 03 2013 07:43 GMT
#1408
+ Show Spoiler +
On August 03 2013 09:41 -NegativeZero- wrote:
So I decided to go full retard and combine concepts from Korhal Floating Island, ATTx's Colosseum, and the BW map Waiting to Panic in one giant mash-up of imbaness.

Spawns are in the corners. Since your nat is going to get harassed a lot, I tried to compensate by increasing the resources in the main to 1.5 times their normal value. But then, it was more convenient to use 9 minerals rather than 8 to block the passages at the nat, so then I moved one mineral from the main to the nat. Plus, I wanted the nats to mine out faster so the center passages could be used.

The end result: 11m3g mains with the standard 1500 minerals per patch, and 9m2g nats with only 1000 minerals per patch. (The thirds, surprisingly, are normal.)

[image loading]

Even more stupidly imba version with center high ground - the one advantage of this is that P can't warp units across the minerals into the center:
+ Show Spoiler +
[image loading]

High ground is bad imo, but the original layout, while controversial and weird, seems very interesting. I would love to see a tournament use that for a short period just to see what the pros come up with to play it, like Icarus. Maybe if you finish it Ritmix will use it since they used a lot of weird maps.
DanceCommand
Profile Joined May 2013
Finland11 Posts
August 03 2013 17:29 GMT
#1409
[image loading]

Trying to turn this into a more reasonable version. I attempted to make the early game less volatile with better lategame harassment options. I call it, Escalation. Get it? *nudge, nudge* I feel like it's missing something but really can't put my finger on it. Size 160x160 with all spawns enabled. Counter clockwise spawn op? Any thoughts? Glaring imbalances? Something super broken that I just blanked on? Maybe it just needs some more doodading and finetuning the textures, I dunno... but here are some more pictures!
Life is more interesting when you look at the back of things. Women, that’s obvious. Baseball cards. Puppet shows…
Incubus1993
Profile Joined February 2013
Canada140 Posts
August 03 2013 19:18 GMT
#1410
Hey everyone, started a new map yesterday. Got the majority of the basic terrain and base layouts completed. However before I move onto the more detailed stuff I need some opinions and tips from outside viewers besides myself to help me improve the map. Here are some images;

Overview: + Show Spoiler +
http://imgur.com/cdrhEDF


Main and both Naturals: + Show Spoiler +
http://imgur.com/CW5R92c


Keep in mind all those cliffs with nothing on them are going to be filled with doodads and pathing blockers so units WILL NOT be able to land on them.

Althought you don't see it (I turned it off to get the images) the map has dust storms under it. I'm going to make it look like some sort of old Terran weapons testing/experimental facility that's floating in the atmosphere of Tarsonis (nerdy I know lol). I need YOU to come up with some good names related to that theme, I might even use em! Here is what I got so far;

- Juggernaut
- Isolation
"I like to keep an open mind, but not so open my brains fall out."
MEzrezzed
Profile Joined March 2013
United States11 Posts
August 04 2013 00:10 GMT
#1411
[image loading]

Did some play testing with a few friends. Decided 176x176 is rather large for a 1v1, at least on this map. Scaled it back to 160x160 and tweaked the size of the mains along with some other minor tweaking.

Any feedback would be appreciated.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
August 04 2013 02:00 GMT
#1412
&#91;image loading&#93;
Size: 166x160
Moderatorshe/her
TL+ Member
moskonia
Profile Joined January 2011
Israel1448 Posts
August 04 2013 07:01 GMT
#1413
Templar, Blink and reapers are too strong here, consider having some distance between the main and the area near it.

Two more issues which have the same way to fix them both is that the bottom bases will be rarely used and that the 3rd is really easy, which is especially bad since this is a very big map. The fix would be to make another entrance for the 3rd bases, one that connects it to the area behind it, and thus making the bottom bases a reasonable 4th bases while making the 3rd harder to take.

Other than that the top left area should be changed somewhat, it looks a bit cramped, the base above the main is fine, but the other expansions should be altered a bit imo. You need to remove either the 2 small expansions, or the one between them, all 3 is too much.

With all of these changes I think it will be a really interesting map, I really like reflected maps.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
August 04 2013 07:19 GMT
#1414
On August 04 2013 11:00 The_Templar wrote:
[image loading]
Size: 166x160

Looks like you might be able to blink directly into the main without an obs from the high ground bases adjacent to them. Also the mains are definitely siegeable, geyser might even be able to be hit with range 6 units from the low ground.

As for the map layout, I agree with everything moskonia said, plus I think the 3 bases at the top left are all so close to each other that they will never all be used except as winner's bases - especially since controlling the center base controls all ground access to the 2 bases behind it. The quick fix would be to remove the center base, but the better option would probably be to remove all 3 bases and replace them with a single base - maybe a high-resource gold?
vibeo gane,
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2013-08-04 14:41:51
August 04 2013 14:41 GMT
#1415
--
Moderatorshe/her
TL+ Member
meatpudding
Profile Joined March 2011
Australia520 Posts
August 06 2013 03:38 GMT
#1416
@Coppermantis Do those watchtowers cover the main? And that's the only blink location? Looks.. interesting

@Templar Textures look really good so far. Rush path should be less boring, and why would you NOT 3 base all in.
Be excellent to each other.
IronDragon
Profile Joined August 2013
China6 Posts
August 06 2013 07:35 GMT
#1417
Is it possible to make a map that has timed cycle, like "desolation" in Red Alert 3 where there are cycles where near a certain building, the area around it is contaminated and all bio are insta-killed, forcing players to go for full air or nydus or timings?
Starcraft+The Art of War== ME
LoveTool
Profile Joined April 2012
Sweden143 Posts
August 06 2013 13:27 GMT
#1418
[image loading]

148x112 playable bounds
All normal geysers
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
August 06 2013 13:35 GMT
#1419
@LoveTool taking a third base is pretty difficult unless you want to take the gold, which is blocked by rocks and has easily accessible highground above it. All the bases that aren't the main, natural, or gold look like a command center would barely fit and/or block the attack path.
Moderatorshe/her
TL+ Member
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
August 06 2013 13:58 GMT
#1420
Lots of us need to work on our mineral lines. Here are the standard layouts for reference;

On November 30 2012 09:12 iamcaustic wrote:
Okay, so since everyone keeps messing up the basic, standard mineral placements, here you are:

+ Show Spoiler +
[image loading]


This is as standard as you can get. Cardinal and 45 degree mineral lines, one geyser on either side. If you're a new mapmaker and aren't comfortable doing non-standard things like having 2 geysers on one side or unique resource placement, just use this image for reference and you should be good to go.


On February 20 2013 08:19 Gfire wrote:
I guess it's important now to make sure that the workers don't get too messed up when auto-splitting in the mains.

+ Show Spoiler [side] +
[image loading]


+ Show Spoiler [top] +
[image loading]


+ Show Spoiler [corner] +
[image loading]


Here I've shown some of the ones I tested. Some of them end up with workers going behind the minerals and some don't.

I only tested formations which allowed for 3-worker geysers... I think any of these formations would be fine in a non-main position.


~ ~ <°)))><~ ~ ~
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