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This is probably a better image
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Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin | ||
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sc2fish
2 Posts
![]() This is probably a better image | ||
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a176
Canada6688 Posts
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. | ||
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tooCasual
Canada4 Posts
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. ![]() | ||
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EatThePath
United States3943 Posts
@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. | ||
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RFDaemoniac
United States544 Posts
@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. | ||
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Yonnua
United Kingdom2331 Posts
+ Show Spoiler + ![]() | ||
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EatThePath
United States3943 Posts
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Yonnua
United Kingdom2331 Posts
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. | ||
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EatThePath
United States3943 Posts
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. | ||
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Yonnua
United Kingdom2331 Posts
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? | ||
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EatThePath
United States3943 Posts
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. | ||
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a176
Canada6688 Posts
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Yonnua
United Kingdom2331 Posts
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.) | ||
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a176
Canada6688 Posts
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a176
Canada6688 Posts
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EatThePath
United States3943 Posts
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] + ![]() | ||
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Coppermantis
United States845 Posts
![]() 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. | ||
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-NegativeZero-
United States2142 Posts
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