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Work In Progress Melee Maps - Page 76

Forum Index > SC2 Maps & Custom Games
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Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
September 02 2013 23:46 GMT
#1501
[image loading]

Still very WIP.

Playable Bounds: 136x136
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2013-09-03 02:21:24
September 03 2013 02:21 GMT
#1502
Got HOTS recently, thought I would try mapmaking again for fun. I'm really rusty at the editor, but after a couple of tries + Show Spoiler +
[image loading]
lol
I was able to come up with this layout, which I hope isn't too dumb.
[image loading]
bounds: 136x136, n2n: 43s
This is it... the alpaca lips.
moskonia
Profile Joined January 2011
Israel1448 Posts
September 03 2013 02:53 GMT
#1503
Ooh... That is one hell of a rush map:
-main super vunrable to reapers and blink.
-3rd hard.
-4th half base
-and overall only 3.5 bases + gold.

Most people don't like rush maps, although I think they are fine, as long as you intended for a rush map.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
September 03 2013 03:05 GMT
#1504
I think the biggest problem is that the expansion layout is extremely linear - there's effectively only 1 path through the 3rd, 4th, and the 5th. Throughout the entire game, the attacker pretty much has only 2 options with a ground-based army: either you move along that path and attack whichever base the enemy happened to take most recently, or you attack through the middle toward the area in front of their natural.
vibeo gane,
Equivalence
Profile Joined September 2013
United States2 Posts
September 03 2013 04:25 GMT
#1505
Antiga Annex
[image loading]
136x168, Published on NA

This is my first map and it's an attempt at a somewhat balanced island map. My thought was by creating a fairly open mainland to expand to helps make up for the imbalances Zergs may face on a typical island map.

The natural on the starting island is a 6 mineral rich geyser base as I didn't want two base turtling to be too strong but also didn't think it was viable to force zerg to go lair before expanding at all.

There's also unbuildable plates at the 12 and 6 o'clock bases to prevent Terran from simple lifting a CC while not forcing protoss and zerg to take out a full set of destructible debris after already getting drop tech. The 3 and 9 o'clock bases are more exposed, at least until the cooling tower is destroyed, to make a CC lift a bit more of a trade off.

Thanks in advanced for the feedback!
Aircooled
Profile Joined July 2012
United States79 Posts
September 03 2013 08:33 GMT
#1506
I've also been working on an (semi) island map but I tried to combine it with the backdoor on Bifrost to allow most bases to be taken by ground but take a while to do so.
[image loading]
RFDaemoniac
Profile Joined September 2011
United States544 Posts
September 03 2013 15:01 GMT
#1507
On September 03 2013 17:33 Aircooled wrote:
I've also been working on an (semi) island map but I tried to combine it with the backdoor on Bifrost to allow most bases to be taken by ground but take a while to do so.
[image loading]

I really like this concept. What's the rush distance? I'm a fan of island maps that start out as rush maps, but it may be hard to expand vs a 3gate/4gate or reapers because they can attack on two fronts, or from the high ground behind your main.

I'd like to see at least one base that has line of sight blockers behind the mineral line ala Crux Breeze. I think it's an interesting way to increase the defense requirements on a base, particularly on an island map.
Elche
Profile Joined June 2011
Finland170 Posts
September 03 2013 19:27 GMT
#1508
A little update on my current project, it has been published on EU already under the name "Grinder", some minor oddities might still remain though.

90degree image
+ Show Spoiler +
[image loading]

60degree image
+ Show Spoiler +
[image loading][
a176
Profile Blog Joined August 2009
Canada6688 Posts
September 03 2013 21:21 GMT
#1509
On September 03 2013 08:46 Yonnua wrote:
[image loading]

Still very WIP.

Playable Bounds: 136x136


there are two entrances on this map. you cant ffe safely on this map. you would never be able to kill both the towers in time to deal with zergling rushes.
starleague forever
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
September 03 2013 21:37 GMT
#1510
On September 04 2013 06:21 a176 wrote:
Show nested quote +
On September 03 2013 08:46 Yonnua wrote:

Still very WIP.

Playable Bounds: 136x136


there are two entrances on this map. you cant ffe safely on this map. you would never be able to kill both the towers in time to deal with zergling rushes.


I could modify the tower hitpoints to be very low, or could add some debris under there to begin with, also with low hp. Thoughts?
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
September 03 2013 22:38 GMT
#1511
On September 04 2013 06:37 Yonnua wrote:
Show nested quote +
On September 04 2013 06:21 a176 wrote:
On September 03 2013 08:46 Yonnua wrote:

Still very WIP.

Playable Bounds: 136x136


there are two entrances on this map. you cant ffe safely on this map. you would never be able to kill both the towers in time to deal with zergling rushes.


I could modify the tower hitpoints to be very low, or could add some debris under there to begin with, also with low hp. Thoughts?

You could probably just remove the towers and put the rocks there to begin with. It won't be much of a hindrance to Z, since the other 3rd option is better for Z anyway. Alternatively you could put 1 set of rocks (the ones closer to the low ground) but keep the tower in the main - it looks like this would leave a 2 tile gap between the rocks and the ramp, and walling with 1 extra pylon or depot is definitely not a problem.
vibeo gane,
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
September 03 2013 22:54 GMT
#1512
On September 04 2013 07:38 -NegativeZero- wrote:
Show nested quote +
On September 04 2013 06:37 Yonnua wrote:
On September 04 2013 06:21 a176 wrote:
On September 03 2013 08:46 Yonnua wrote:

Still very WIP.

Playable Bounds: 136x136


there are two entrances on this map. you cant ffe safely on this map. you would never be able to kill both the towers in time to deal with zergling rushes.


I could modify the tower hitpoints to be very low, or could add some debris under there to begin with, also with low hp. Thoughts?

You could probably just remove the towers and put the rocks there to begin with. It won't be much of a hindrance to Z, since the other 3rd option is better for Z anyway. Alternatively you could put 1 set of rocks (the ones closer to the low ground) but keep the tower in the main - it looks like this would leave a 2 tile gap between the rocks and the ramp, and walling with 1 extra pylon or depot is definitely not a problem.


But that would completely remove the mechanic of having a tower that can be used to help defend the natural or help aggression against the third, at which point the map just becomes standard and stale...
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
NewSunshine
Profile Joined July 2011
United States5938 Posts
September 03 2013 23:32 GMT
#1513
On September 03 2013 11:21 Namrufus wrote:
+ Show Spoiler +
Got HOTS recently, thought I would try mapmaking again for fun. I'm really rusty at the editor, but after a couple of tries + Show Spoiler +
[image loading]
lol
I was able to come up with this layout, which I hope isn't too dumb.
[image loading]
bounds: 136x136, n2n: 43s

You've still got some cool stuff going on 'Rufus, once you shake the rust off you'll be one of the best again.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2013-09-04 00:43:12
September 04 2013 00:42 GMT
#1514
On September 04 2013 07:54 Yonnua wrote:
Show nested quote +
On September 04 2013 07:38 -NegativeZero- wrote:
On September 04 2013 06:37 Yonnua wrote:
On September 04 2013 06:21 a176 wrote:
On September 03 2013 08:46 Yonnua wrote:

Still very WIP.

Playable Bounds: 136x136


there are two entrances on this map. you cant ffe safely on this map. you would never be able to kill both the towers in time to deal with zergling rushes.


I could modify the tower hitpoints to be very low, or could add some debris under there to begin with, also with low hp. Thoughts?

You could probably just remove the towers and put the rocks there to begin with. It won't be much of a hindrance to Z, since the other 3rd option is better for Z anyway. Alternatively you could put 1 set of rocks (the ones closer to the low ground) but keep the tower in the main - it looks like this would leave a 2 tile gap between the rocks and the ramp, and walling with 1 extra pylon or depot is definitely not a problem.


But that would completely remove the mechanic of having a tower that can be used to help defend the natural or help aggression against the third, at which point the map just becomes standard and stale...


i know you're trying to do something different but unfortunately not every idea we come up with always works out in the end. we've all been there.

the problem is , there's no reason for the path to the that other base to be open. players arent going to take the third 2 minutes into the game. zergs go for fast thirds but naturally a zerg will take the clockwise third because its closer and easier to defend. even when a protoss expands, they will take the same base for the same reason. so you might want to redesign the other base.
starleague forever
Namrufus
Profile Blog Joined August 2011
United States396 Posts
September 04 2013 02:16 GMT
#1515
On September 03 2013 11:53 moskonia wrote:+ Show Spoiler +

Ooh... That is one hell of a rush map:
-main super vunrable to reapers and blink.
-3rd hard.
-4th half base
-and overall only 3.5 bases + gold.

Most people don't like rush maps, although I think they are fine, as long as you intended for a rush map.

Yeah, I was thinking that the main is a little too vulnerable to blink/reapers. I'll probably cut out the part of that tiny passageway between the main and the third to reduce the surface area + Show Spoiler +
[image loading]


On September 03 2013 12:05 -NegativeZero- wrote:+ Show Spoiler +

I think the biggest problem is that the expansion layout is extremely linear - there's effectively only 1 path through the 3rd, 4th, and the 5th. Throughout the entire game, the attacker pretty much has only 2 options with a ground-based army: either you move along that path and attack whichever base the enemy happened to take most recently, or you attack through the middle toward the area in front of their natural.

hmm, I could do something like this + Show Spoiler +
[image loading]
though I think it makes the map more generic and probably makes the third too vulnerable. Maybe block(or partially block) the new path or the ramp up to the third with a rock? (or just straight-up reduce the size of the ramp going into the main from the far side to like a singleton or something). Otherwise I could put another expansion somewhere, maybe near the middle, to provide some more expansion options, or I could expand the map horizontally and add another path around the back of the 4th (and maybe another base too somewhere to the far right/left) to give more movement options. Or something.

On September 04 2013 08:32 NewSunshine wrote:+ Show Spoiler +

On September 03 2013 11:21 Namrufus wrote:
+ Show Spoiler +
Got HOTS recently, thought I would try mapmaking again for fun. I'm really rusty at the editor, but after a couple of tries + Show Spoiler +
[image loading]
lol
I was able to come up with this layout, which I hope isn't too dumb.
[image loading]
bounds: 136x136, n2n: 43s

You've still got some cool stuff going on 'Rufus, once you shake the rust off you'll be one of the best again.



This is it... the alpaca lips.
And G
Profile Joined May 2012
Germany491 Posts
September 04 2013 23:36 GMT
#1516
It wasn't originally intended as such, but here's an experimental layout for a 4 player map with all spawns enabled:

[image loading]

Main-to-main distances are 64/67/74.
+ Show Spoiler +
[image loading]


The probably decisive factor whether this map works is the layout of the alternative thirds between the mains for vertical spawns. Hopefully even Z won't find it too difficult to expand there as it doesn't require breaking down the rocks beforehand, and if T tries to snipe an early hatchery there while the rocks are still in place, it may be impossible to keep the hatchery alive, but without medivacs that army has no hope of retreat. Also, to take the shorter attack route when spawning horizontally, you need to take down both rocks first and then move through a choke overlooked by your opponent's main.

So... will this work?
not a community mapmaker
a176
Profile Blog Joined August 2009
Canada6688 Posts
September 05 2013 23:57 GMT
#1517
[image loading]

so ... not sure what else to do with this
starleague forever
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2013-09-06 00:00:53
September 06 2013 00:00 GMT
#1518
On September 06 2013 08:57 a176 wrote:
+ Show Spoiler +
[image loading]


so ... not sure what else to do with this

I wish it didnt have a shakuras natural ramp (wide open lowground below ramp), but I'm not sure how else you could make it work. Maybe just a couple doodads? Not sure if this would make it too cluttered.
Comprehensive strategic intention: DNE
a176
Profile Blog Joined August 2009
Canada6688 Posts
September 06 2013 17:30 GMT
#1519
didnt like the back facing middle base which i often take as third so flipped it around ...

[image loading]
starleague forever
sc2fish
Profile Joined September 2013
2 Posts
September 07 2013 21:12 GMT
#1520
[image loading]

Hi, first post here. I'm kind of new to Starcraft and wanted to make some maps, but I'm only in gold league atm and don't really know too much about it, so I'd like some feedback to make this one quite balanced. I started this one today so be as critical as you want. The idea is you spawn close ish to your opponent by air, but the rush distance by ground is quite long. Your main is central so you can be attacked from all sides and securing a 4th/5th is going to be more difficult. There's a good canon rushing spot in your natural. I think I need more open spaces to make it better for zerg? I tried to make the area in front of the 3rd kind of open, but not sure if its enough.
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