Sorry for the big image , i messed up something.
http://puu.sh/4xxpe.png
Forum Index > SC2 Maps & Custom Games |
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin | ||
IeZaeL
Italy991 Posts
Sorry for the big image , i messed up something. http://puu.sh/4xxpe.png | ||
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Elche
Finland170 Posts
Bounds 144x144 ![]() | ||
EatThePath
United States3943 Posts
@elche: I think the middle would be better as a wiggle than a tight choke. Cliffable 3rd is pretty rough for zerg, maybe there should be rocks there that you have to kill before you can stand and shoot the minerals? I think the 4/10 bases shouldn't have that little hole next to them. They are lategame so should easily accomodate big fights. The watchtowers combined with the collapsible rocks and center ramps is brilliant. | ||
Elche
Finland170 Posts
Feels pretty complete now, probably only some shaping to do. 90Degree + Show Spoiler + ![]() 60Degree + Show Spoiler + ![]() Pocket Third + Show Spoiler + ![]() Only siegetank and colossus with a thermal lance can hit the mineral line from the cliff. (Marauder and stalker just for scale Main + Show Spoiler + ![]() Main can be blinked from the lowground similar to whirlwind but is pretty difficult with more than just a couple of stalkers. Siegetank can't hit the gas in main. | ||
a176
Canada6688 Posts
On September 26 2013 04:41 EatThePath wrote: @a176 Something about it looks kind of generic now. Did you change the proportions/shapes in the middle or...? the paths into the top-middle base were all pretty small. didnt hold up well in playtesting. so i widened the entrance closest to the defender. and i added another path into the side-middle base; games were too one dimesional with everything going through the middle paths = dat split map. it was too much work for players to navigate around the side rock'd path as an alternate path through the map. | ||
EatThePath
United States3943 Posts
On September 27 2013 04:45 a176 wrote: Show nested quote + On September 26 2013 04:41 EatThePath wrote: @a176 Something about it looks kind of generic now. Did you change the proportions/shapes in the middle or...? the paths into the top-middle base were all pretty small. didnt hold up well in playtesting. so i widened the entrance closest to the defender. and i added another path into the side-middle base; games were too one dimesional with everything going through the middle paths = dat split map. it was too much work for players to navigate around the side rock'd path as an alternate path through the map. I see, still like the looks of it. ![]() @elche I didn't realize it was only tank/colossus, thanks. | ||
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Meavis
Netherlands1300 Posts
close third is to hard to defend for races other than Z, defendable "third" is quite far | ||
-NegativeZero-
United States2141 Posts
![]() The main feature is the optional 3rd which is extremely close to the main by air but far by ground, and is easily defended with the 1-width entrance ramp. P could take it as a 3rd if they are going air, or P/T could possibly take it as a 3rd playing a normal ground style, using walloffs/bunkers/FFs to stall opposing ground armies until they can move their army to defend. Of course this is all theoretical. Yes, I used a few cardinal ramps. No, they don't break the map lol. | ||
moskonia
Israel1448 Posts
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EatThePath
United States3943 Posts
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-NegativeZero-
United States2141 Posts
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moskonia
Israel1448 Posts
When I read your comment I was thinking about something like this: ![]() I think allowing units to still pass through the gap would keep all the features of the map while adding cool new ones and having more resources on the map, which is needed. I think this thing would be good and would not even require the map to be bigger ![]() | ||
-NegativeZero-
United States2141 Posts
+ Show Spoiler + But I like your idea too and it's a lot more unique, so I'll have to decide. Edit: Here's the choices, and sorry, "both" isn't an option - I don't want 14 bases on a 132x132 map lol. ![]() | ||
moskonia
Israel1448 Posts
![]() | ||
TheFish7
United States2824 Posts
On September 30 2013 15:55 -NegativeZero- wrote:Yes, I used a few cardinal ramps. No, they don't break the map lol. Burn the witch!! But seriously, agree w/ EatThePath's comment, the middle is very intriguing. I would say that the low ground 6m1hyg near that middle path is the one I would favor, but also that I don't think it really needs another base and works nicely in the first iteration posted. | ||
Coppermantis
United States845 Posts
![]() Made some changes around the third and slight adjustment to the fourth. | ||
EatThePath
United States3943 Posts
@neg I don't like either. The highground 3/4 base will just make for boring passive games where people take the righthand 3rd and the middle as a 4th and then someone will lose theirs after the big fight. Game possibly could go on if someone took the 4/10 in the meantime. It makes the center an obligatory standoff, not a position in flux you might want to hold. The lowground one will be impossible to use, since you'd need to maintain control of their highground in order to mine half the patches, and a bio mine push through the narrow gap would be hellish to turn around, or forcefield based army, etc. However if you turned the lowground bases clockwise 1/3 turn and put them snug up against the cliff where the rocks are, it fixes most of the problems and also just makes the base better and more interesting imo. It would make your highground even more important (while you had that base) making the fight over the trench even more important but not the only option for positioning. You could defend from the lowground as well, and you would need to be ready to move there to meet an attack that comes from the low ground. This version would become better as a stepping stone to the close air 3rd as well imo. | ||
-NegativeZero-
United States2141 Posts
On October 01 2013 15:17 EatThePath wrote: @neg I don't like either. The highground 3/4 base will just make for boring passive games where people take the righthand 3rd and the middle as a 4th and then someone will lose theirs after the big fight. Game possibly could go on if someone took the 4/10 in the meantime. It makes the center an obligatory standoff, not a position in flux you might want to hold. The lowground one will be impossible to use, since you'd need to maintain control of their highground in order to mine half the patches, and a bio mine push through the narrow gap would be hellish to turn around, or forcefield based army, etc. However if you turned the lowground bases clockwise 1/3 turn and put them snug up against the cliff where the rocks are, it fixes most of the problems and also just makes the base better and more interesting imo. It would make your highground even more important (while you had that base) making the fight over the trench even more important but not the only option for positioning. You could defend from the lowground as well, and you would need to be ready to move there to meet an attack that comes from the low ground. This version would become better as a stepping stone to the close air 3rd as well imo. Your explanation for why the low-ground base is so difficult to hold actually gave me a good argument to keep it as is, lol. I want it to be completely non-viable as a 3rd and not really be a base which is used very often - basically a late-game option for scrappy situations where players have small armies and are struggling to maintain an income, keeping with the map's small and aggressive nature. | ||
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