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Work In Progress Melee Maps - Page 75

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 73 74 75 76 77 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
August 15 2013 15:32 GMT
#1481
On August 15 2013 23:39 And G wrote:
@19Meavis93, that actually looks really cool now I fully understand the layout. I can see why you don't want the in-base expansion to be a full base, but why 8/0 instead of e.g. 6/1? Seems to me you're upsetting the minerals/gas balance throughout the whole match with this setup. Do you want to encourage low-tech compositions?

@sCnDiamond, I'm sure you've thought about this, but having only one real attacking path as well as a single watchtower that overlooks that path (and is automatically taken by advancing along the path) just doesn't look like a good combination to me.


playtesters complained about protoss having 6gasses to easy thus inbase mineral only.
If you'd rather have a gas base you'll have to fight for it and can always compensate for minerals mining out faster by taking the inbase.
"Not you."
sCnDiamond
Profile Joined January 2011
Germany340 Posts
August 15 2013 22:12 GMT
#1482
On August 15 2013 23:39 And G wrote:
@sCnDiamond, I'm sure you've thought about this, but having only one real attacking path as well as a single watchtower that overlooks that path (and is automatically taken by advancing along the path) just doesn't look like a good combination to me.
It's intentional. It's really easy to split the map and defend your side with little effort. You can use the ramps to the expo in the bottom left to sneak past the Watch Tower. It's an offspring of Scrap Station in a sense, but without its worse features. I'm interested how players will deal with the stalemate situation in the bottom right. Air play? Drop play? Nydus, Blinking over the kris dagger part of the map? Worst case it plays out really boring and i'll just scrap the map.
formerly spinnaker.
Aircooled
Profile Joined July 2012
United States79 Posts
Last Edited: 2013-08-16 07:24:18
August 16 2013 06:28 GMT
#1483
should i move the third closer to the ridge? I've moved it around a bit in that area 152x152
[image loading]
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
August 17 2013 17:52 GMT
#1484
[image loading]
"Not you."
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
August 23 2013 10:20 GMT
#1485
and another one, not really happy how this one turned out considering the ammount of time I put into it.
[image loading]
"Not you."
InfCereal
Profile Joined December 2011
Canada1759 Posts
August 27 2013 05:23 GMT
#1486
I made a tiny little map.

[image loading]
Cereal
Cerebrate101
Profile Joined August 2013
Germany1 Post
August 27 2013 18:34 GMT
#1487
Hi everyone,
I'm a complete n00b when it comes to Starcraft 2 and even more newbie when it comes to making maps. I still wanted to play around with the Editor a bit. So I made a map. I would be happy to read what more experienced people have to say about how some of my ideas influence the balance between the races on this particular map.
I haven't tested the map (and I'm not nearly good enough to test a map myself…). Neither have I (as of yet) invested time into its looks.

So one thing I wanted in my map is to have two ramps down from the main base into two possible natural expansions. I don't know of any map with this feature (and there is probably a good reason for it?).
So the two ramps from the main to the naturals are small and can be walled off by a supply depot and a barracks or a pylon and a gateway, for example. The Xel'Naga Watch Tower gives you vision of the ramps to the elevated bases in the middle of the map and the tip of the main basis. The little ledges behind these basis (towards the boundary of the map) can be walled off by a pylon or supply depot.

So any thoughts on the map layout are very welcome!
And does anyone know why the image I have exported from the map editor does not show the entire map as it was displayed in the editor - in the start locations, it even cut the mineral lines…

[image loading]
Timetwister22
Profile Joined March 2011
United States538 Posts
August 27 2013 18:46 GMT
#1488
On August 28 2013 03:34 Cerebrate101 wrote:
Hi everyone,
I'm a complete n00b when it comes to Starcraft 2 and even more newbie when it comes to making maps. I still wanted to play around with the Editor a bit. So I made a map. I would be happy to read what more experienced people have to say about how some of my ideas influence the balance between the races on this particular map.
I haven't tested the map (and I'm not nearly good enough to test a map myself…). Neither have I (as of yet) invested time into its looks.

So one thing I wanted in my map is to have two ramps down from the main base into two possible natural expansions. I don't know of any map with this feature (and there is probably a good reason for it?).
So the two ramps from the main to the naturals are small and can be walled off by a supply depot and a barracks or a pylon and a gateway, for example. The Xel'Naga Watch Tower gives you vision of the ramps to the elevated bases in the middle of the map and the tip of the main basis. The little ledges behind these basis (towards the boundary of the map) can be walled off by a pylon or supply depot.

So any thoughts on the map layout are very welcome!
And does anyone know why the image I have exported from the map editor does not show the entire map as it was displayed in the editor - in the start locations, it even cut the mineral lines…

[image loading]


For a first attempt without much knowledge, this isn't too bad. Yet, I would say this map has several layout flaws that make it unplayable. What I would recommend is you go ahead and look at ladder maps and look for patterns within the maps. You should pick up on things such as a single entrance into the main, and narrow choke into the natural(2nd expo), and a fairly close third. Look at things like rush distances between spawns, distances between bases, openness of certain areas, etc. You can learn a lot from just the success of others. Then you can try your hand at another map.

Though, I would also recommend spending some time in the game itself, as identifying patterns will only get you so far. You won't be able to get too far in mapmaking if you can't get a general idea of how a game on a map would play out. Knowing what it's like to play against certain unit compositions, and how different terrain can impact such play is critical in many aspects of mapmaking.

Keep up the good work, and welcoming to mapping!
Former ESV Mapmaker | @Timetwister22
Coppermantis
Profile Joined June 2012
United States845 Posts
Last Edited: 2013-08-27 19:58:27
August 27 2013 19:58 GMT
#1489
[image loading]

Diplomacy Has Failed
148x148

Aesthetics obviously WIP.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
August 27 2013 21:06 GMT
#1490
@copper haha that actually looks kinda cool. I'll have real comments at some point. XD

@cerebrate welcome! it's not a bad start. also will add more later.

@infcereal that's actually pretty cool. it will never work for zerg sadly but maybe you could find room for a 5th base and make the walk distance between the bases a little longer. also can you post pictures that are normal? aka oriented at right angles? the distance between the middle bases is pretty short, but would be much better if you pushed them further to the map edge and possibly added some kind of terrain blockage in front of them. I would also consider adding a new optional 3rd base right outside the nat, in the curve of the hole that forms the narrow center passage. maybe a 6m1yhg. this way the "real" 3rd base isn't the push distance to enemy natural of close spawns shattered temple.
Comprehensive strategic intention: DNE
InfCereal
Profile Joined December 2011
Canada1759 Posts
August 28 2013 14:19 GMT
#1491
On August 28 2013 06:06 EatThePath wrote:

@infcereal that's actually pretty cool. it will never work for zerg sadly but maybe you could find room for a 5th base and make the walk distance between the bases a little longer. also can you post pictures that are normal? aka oriented at right angles? the distance between the middle bases is pretty short, but would be much better if you pushed them further to the map edge and possibly added some kind of terrain blockage in front of them. I would also consider adding a new optional 3rd base right outside the nat, in the curve of the hole that forms the narrow center passage. maybe a 6m1yhg. this way the "real" 3rd base isn't the push distance to enemy natural of close spawns shattered temple.


The map is 100x108. Gunna have to make it a lot bigger if I want to start adding more bases!
Cereal
a176
Profile Blog Joined August 2009
Canada6688 Posts
August 29 2013 21:13 GMT
#1492
[image loading]
starleague forever
a176
Profile Blog Joined August 2009
Canada6688 Posts
August 29 2013 21:18 GMT
#1493
On August 16 2013 07:12 sCnDiamond wrote:
Show nested quote +
On August 15 2013 23:39 And G wrote:
@sCnDiamond, I'm sure you've thought about this, but having only one real attacking path as well as a single watchtower that overlooks that path (and is automatically taken by advancing along the path) just doesn't look like a good combination to me.
It's intentional. It's really easy to split the map and defend your side with little effort. You can use the ramps to the expo in the bottom left to sneak past the Watch Tower. It's an offspring of Scrap Station in a sense, but without its worse features. I'm interested how players will deal with the stalemate situation in the bottom right. Air play? Drop play? Nydus, Blinking over the kris dagger part of the map? Worst case it plays out really boring and i'll just scrap the map.


not a gripe on you, but split map situations in sc2 are literally the worst. and purposefully designing a map as such is a bad idea.
starleague forever
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
August 29 2013 22:02 GMT
#1494
@a176 does this need to be so big? talk me through the reasoning for the openness of the 3rd. also the middle seems like not a lot of fun to fight in for most lategame situations for one side of a matchup or both.
Comprehensive strategic intention: DNE
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2013-08-29 22:46:53
August 29 2013 22:46 GMT
#1495
no it doesnt. it just looks cool. :D
starleague forever
a176
Profile Blog Joined August 2009
Canada6688 Posts
August 30 2013 20:42 GMT
#1496
[image loading]
starleague forever
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
August 31 2013 04:41 GMT
#1497
@a176 much better i love the 4th base(s). sort of reminds of destination somehow.
Comprehensive strategic intention: DNE
Elche
Profile Joined June 2011
Finland170 Posts
September 01 2013 13:37 GMT
#1498
After a long time of making only 2-player maps I decided to create a 4-player map with all spawns enabled.
Tell me what you think I yearn for feedback.
[image loading]
I'm mostly concerned about the short distance from nat to the side of your enemy's main if you don't spawn cross.


a176
Profile Blog Joined August 2009
Canada6688 Posts
September 01 2013 21:34 GMT
#1499
[image loading]
starleague forever
a176
Profile Blog Joined August 2009
Canada6688 Posts
September 02 2013 14:13 GMT
#1500
[image loading]
starleague forever
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