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Work In Progress Melee Maps - Page 77

Forum Index > SC2 Maps & Custom Games
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Prev 1 75 76 77 78 79 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
sc2fish
Profile Joined September 2013
2 Posts
September 07 2013 21:27 GMT
#1521
[image loading]

This is probably a better image
a176
Profile Blog Joined August 2009
Canada6688 Posts
September 08 2013 16:23 GMT
#1522
well its good you have a basic understanding of base layout and positioning.

firstly, you need to reduce "dead air", ie areas where ground units cannot go, like that ginormous gap in the middle of your map. instead be creative with small gaps, raised/low terrain to help create pathing around your map.
starleague forever
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2013-09-08 16:24:42
September 08 2013 16:24 GMT
#1523
got rid of high ground golds ...

[image loading]
starleague forever
tooCasual
Profile Joined February 2013
Canada4 Posts
September 08 2013 17:51 GMT
#1524
Unnamed as of yet.

Full: 160x160
Playable: 144x144

Not sure what to add in the middle (maybe add some high ground?) and if the bases 3-5 are too clustered. I think it'd be way too easy to bounce between base 3 (low 6 oclock) and potential 4th (higher up 6 oclock) for the attacker. I was thinking of switching 4th with the ramp, but then you're just flooded with ramps on the right side of the low ground in the middle or you'll have a really hard time defending the 4th and the 3rd would be easy to defend.

Any tips or input would be helpful.

[image loading]
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 08 2013 19:18 GMT
#1525
@sc2fish: your map needs a middle, and the area behind the main base where tanks can shell the minerals from below should just be removed.

@a176: I think I like the newest version best, but the 4th base is pretty hard and the expansion pattern is very dichotomous -- if someone takes clockwise you have to do the same or else you're very close to each other's 4th bases.

@tooCasual: 3rd base is very far away. Overall this seems pretty normal with bases around the outside. The most interesting feature is the low ground areas in the middle. To play this up, I think you should add small ramps from there to the center tower area.
Comprehensive strategic intention: DNE
RFDaemoniac
Profile Joined September 2011
United States544 Posts
Last Edited: 2013-09-08 22:59:01
September 08 2013 22:56 GMT
#1526
@tooCasual I second EatThePath on the small ramps to the tower area. I think the 5/6 bases would be more interesting if 6 was takable as a clockwise 3rd. + Show Spoiler [reference] +
[image loading]
This could be done by making choke 1 or 2 tighter, or by moving the base a little closer. Please do keep open areas for swarm styles to engage in between this base and the natural as well as between this base and the outer edge of the map. I don't understand what you're trying to go for with area 3. It seems needlessly choked/complicated, particularly for getting up to the high ground base from that third. Also the area around the defensive third is very small. Was this intentional? What do you think it will do?

@a176 I thought we'd collectively decided that golds were more interesting when they force you to give up map control in order to defend them? Whereas here you'd have to have map control before you can take it.
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
September 09 2013 16:21 GMT
#1527
Work in Progress:
+ Show Spoiler +
[image loading]
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 09 2013 19:30 GMT
#1528
@yonnua that's pretty cool. I don't think you need the rocks for the high ground at 6/12, it just makes medivac drops that much stronger. If you want the tower to be inaccessible maybe just use rocks there? Or no tower might be just better. Also, why not let units pass in the middle? I don't see how it hurts anything and it becomes an interesting high risk pathway. You might need to adjust some openness / distance to 3rd bases.
Comprehensive strategic intention: DNE
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
September 09 2013 19:41 GMT
#1529
On September 10 2013 04:30 EatThePath wrote:
@yonnua that's pretty cool. I don't think you need the rocks for the high ground at 6/12, it just makes medivac drops that much stronger. If you want the tower to be inaccessible maybe just use rocks there? Or no tower might be just better. Also, why not let units pass in the middle? I don't see how it hurts anything and it becomes an interesting high risk pathway. You might need to adjust some openness / distance to 3rd bases.


If you mean letting units pass through the middle on the high ground, then it makes the base pretty impossible to take as zerg, as attacks through the choke would be much too good; in particular bio-mine. I'll try fiddling with the high grounds at the 6 and 12.
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 09 2013 19:58 GMT
#1530
On September 10 2013 04:41 Yonnua wrote:
Show nested quote +
On September 10 2013 04:30 EatThePath wrote:
@yonnua that's pretty cool. I don't think you need the rocks for the high ground at 6/12, it just makes medivac drops that much stronger. If you want the tower to be inaccessible maybe just use rocks there? Or no tower might be just better. Also, why not let units pass in the middle? I don't see how it hurts anything and it becomes an interesting high risk pathway. You might need to adjust some openness / distance to 3rd bases.


If you mean letting units pass through the middle on the high ground, then it makes the base pretty impossible to take as zerg, as attacks through the choke would be much too good; in particular bio-mine. I'll try fiddling with the high grounds at the 6 and 12.

No I meant opening the lowground channel to connect the narrow areas that go through the middle below the highgrounds.
Comprehensive strategic intention: DNE
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
September 09 2013 20:20 GMT
#1531
On September 10 2013 04:58 EatThePath wrote:
Show nested quote +
On September 10 2013 04:41 Yonnua wrote:
On September 10 2013 04:30 EatThePath wrote:
@yonnua that's pretty cool. I don't think you need the rocks for the high ground at 6/12, it just makes medivac drops that much stronger. If you want the tower to be inaccessible maybe just use rocks there? Or no tower might be just better. Also, why not let units pass in the middle? I don't see how it hurts anything and it becomes an interesting high risk pathway. You might need to adjust some openness / distance to 3rd bases.


If you mean letting units pass through the middle on the high ground, then it makes the base pretty impossible to take as zerg, as attacks through the choke would be much too good; in particular bio-mine. I'll try fiddling with the high grounds at the 6 and 12.

No I meant opening the lowground channel to connect the narrow areas that go through the middle below the highgrounds.


I could and I'll definitely look in to it, but I don't see what utility it would add. What sort of situations do you see that being used in?
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 09 2013 20:49 GMT
#1532
On September 10 2013 05:20 Yonnua wrote:
Show nested quote +
On September 10 2013 04:58 EatThePath wrote:
On September 10 2013 04:41 Yonnua wrote:
On September 10 2013 04:30 EatThePath wrote:
@yonnua that's pretty cool. I don't think you need the rocks for the high ground at 6/12, it just makes medivac drops that much stronger. If you want the tower to be inaccessible maybe just use rocks there? Or no tower might be just better. Also, why not let units pass in the middle? I don't see how it hurts anything and it becomes an interesting high risk pathway. You might need to adjust some openness / distance to 3rd bases.


If you mean letting units pass through the middle on the high ground, then it makes the base pretty impossible to take as zerg, as attacks through the choke would be much too good; in particular bio-mine. I'll try fiddling with the high grounds at the 6 and 12.

No I meant opening the lowground channel to connect the narrow areas that go through the middle below the highgrounds.


I could and I'll definitely look in to it, but I don't see what utility it would add. What sort of situations do you see that being used in?

It would be the shortest path in cross spawns, and as such any early game rushes / timings would go through there. It would (initially) decrease the chances of an accidental runby situation, which is something I support but w/e. More importantly, it is a very defensible forward location so that you can hold off an army movement out on the map. Even better, you can scout army movements through there from the high ground, adding even more utility to the highground areas early game. In certain situations I could even see interesting tactics involving tanks down there while assaulting a high ground base, or using it as a good area for colossus. (Mileage varies for that last one, depending on how you feel about colossus.) Overall it seems like it would be a very interesting hotspot on the map but nothing that's exploitable since either player can just avoid being there.
Comprehensive strategic intention: DNE
a176
Profile Blog Joined August 2009
Canada6688 Posts
September 09 2013 21:02 GMT
#1533
mfw kulas ravine :p
starleague forever
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
September 09 2013 21:13 GMT
#1534
On September 10 2013 05:49 EatThePath wrote:
Show nested quote +
On September 10 2013 05:20 Yonnua wrote:
On September 10 2013 04:58 EatThePath wrote:
On September 10 2013 04:41 Yonnua wrote:
On September 10 2013 04:30 EatThePath wrote:
@yonnua that's pretty cool. I don't think you need the rocks for the high ground at 6/12, it just makes medivac drops that much stronger. If you want the tower to be inaccessible maybe just use rocks there? Or no tower might be just better. Also, why not let units pass in the middle? I don't see how it hurts anything and it becomes an interesting high risk pathway. You might need to adjust some openness / distance to 3rd bases.


If you mean letting units pass through the middle on the high ground, then it makes the base pretty impossible to take as zerg, as attacks through the choke would be much too good; in particular bio-mine. I'll try fiddling with the high grounds at the 6 and 12.

No I meant opening the lowground channel to connect the narrow areas that go through the middle below the highgrounds.


I could and I'll definitely look in to it, but I don't see what utility it would add. What sort of situations do you see that being used in?

It would be the shortest path in cross spawns, and as such any early game rushes / timings would go through there. It would (initially) decrease the chances of an accidental runby situation, which is something I support but w/e. More importantly, it is a very defensible forward location so that you can hold off an army movement out on the map. Even better, you can scout army movements through there from the high ground, adding even more utility to the highground areas early game. In certain situations I could even see interesting tactics involving tanks down there while assaulting a high ground base, or using it as a good area for colossus. (Mileage varies for that last one, depending on how you feel about colossus.) Overall it seems like it would be a very interesting hotspot on the map but nothing that's exploitable since either player can just avoid being there.


All good points! I'll have a look in to what I can do with the area and the rest of the map. Thanks for the advice!

On September 10 2013 06:02 a176 wrote:
mfw kulas ravine :p


When making this map I borrowed features from various early blizzard maps to build a map that actually worked from them. (i.e. The centre is Jungle Basin inspired, the Naturals are Scrap Station inspired, etc.)
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2013-09-11 17:29:34
September 09 2013 23:00 GMT
#1535
~~
starleague forever
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2013-09-11 17:29:40
September 10 2013 20:51 GMT
#1536
~~
starleague forever
a176
Profile Blog Joined August 2009
Canada6688 Posts
September 11 2013 17:29 GMT
#1537
[image loading]
starleague forever
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 11 2013 21:08 GMT
#1538
^ That's looking really good now. The new center route into the 4th is much better. I also really like the path to the 3rd, where you have to traverse an open area from the nat ramp but you can take a forward position with a better chokepoint by the ramp to the 3rd. Combined with the collapsible rocks, you could have a seemingly very fortified position with even a lowground wall, but you'd have to engineer the timing/balance of forces precisely. (not auto-3base walloff kind of thing). And the tower really gives the player with map control a boost.

2 things:
Can you pull the natural back a little? The CC sticks out into the walloff area quite awkwardly and 2 squares here would make a huge difference. Unless it's your intention to make it especially awkward.

It'd be cool if the corner bases were as attractive as the center bases for 4ths. I propose making the walk distance for the attacker through the highground longer by moving them into the corner a little more, increasing the openness as the attacker moves through the choke and requiring more of a commitment to hit the base or the workers.

+ Show Spoiler [like so] +

[image loading]
Comprehensive strategic intention: DNE
Coppermantis
Profile Joined June 2012
United States845 Posts
Last Edited: 2013-09-12 02:21:57
September 12 2013 02:21 GMT
#1539
[image loading]
Highground thirds are really strong defensive positions here. Perhaps too strong.

Also that's looking really great, a176. I agree with EatThePath's suggestions, otherwise it's a great map.

-NegativeZero-
Profile Joined August 2011
United States2142 Posts
September 12 2013 03:38 GMT
#1540
I don't like how there's a single path through both the high-ground 3rd and the adjacent 4th, it makes for one-dimensional army movement. Also you should probably make the artificial high-grounds on the map edges symmetrical - it's probably not a big deal, but the asymmetry has a small chance to affect the game, such as whether an air unit can survive by retreating to the high ground, out of vision.
vibeo gane,
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