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Work In Progress Melee Maps - Page 82

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
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
October 24 2013 22:11 GMT
#1621
On October 25 2013 00:13 moskonia wrote:
Show nested quote +
On October 24 2013 22:15 IeZaeL wrote:


careful now it might be forbidden in the rules to publish the map anywhere, although hopefully I am reading it wrong.

You could probably argue that posting a picture of the map doesn't count as publishing the actual map file itself - obviously a jpg is not actually playable in sc2, and technically would be indistinguishable from an extremely good piece of artwork or something like that lol...
vibeo gane,
a176
Profile Blog Joined August 2009
Canada6688 Posts
October 24 2013 23:26 GMT
#1622
On October 25 2013 00:13 moskonia wrote:
Show nested quote +
On October 24 2013 22:15 IeZaeL wrote:


careful now it might be forbidden in the rules to publish the map anywhere, although hopefully I am reading it wrong.


i think they mean 'commercially' when talking about 'publishing'
starleague forever
RFDaemoniac
Profile Joined September 2011
United States544 Posts
October 24 2013 23:51 GMT
#1623
Alright, here's another small main open natural choked map, but everything should be a little more reasonable.

[image loading]
152x136
No vertical spawns
60 second rush distance

All those bases in the middle are 4hym1hyg. After the discussion about ridiculous macro games and wanting to be able to out expand your opponent, I figured I'd reward map control more.

You should have enough room in your main base for 1 base production and 2 base tech, but your 2base production will probably have to be out on the map in order to be comfortable, but maybe you could squeeze it.

The watch towers are to help with defending your natural, and should provide some interesting smaller battles throughout the course of the game because of how strong they are.

I'm still hoping that moving a large army late game will be a pain in the ass, but it should be possible to engage with it if you split and surround appropriately.
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2013-10-27 01:35:27
October 24 2013 23:55 GMT
#1624
enlarged map (that was fun), rush distance 48s~

~~
starleague forever
Antares777
Profile Joined June 2010
United States1971 Posts
October 25 2013 02:27 GMT
#1625
Nice map! It's clearly on the more aggressive side and features expansion ambiguity with a layout that really makes you focus on where your army is and where your opponent's is as well.

Watchtower placement is perfect. The map will favor aggression and the towers are not placed too far in the center where it will favor the aggressor more than the defender, which balances things out.

This may be a pet peeve, but the signs that stretch over the entrance to the thirds could be a problem for spectators and players since they get in the way. I can just imagine a Colossus there looking pretty awkward halfway through a sign.

The biggest thing that I would work on with your map is the aesthetic qualities.
a176
Profile Blog Joined August 2009
Canada6688 Posts
October 27 2013 01:37 GMT
#1626
[image loading]

details
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]
starleague forever
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 28 2013 06:20 GMT
#1627
^
I really like the outer pathways into the highground 3rd. Quite open middle now but Akilon has proven that can't be a bad thing. Also I love the foliage (manmade junk) on this map.
Comprehensive strategic intention: DNE
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
October 28 2013 23:15 GMT
#1628
Did this layout for my own entertainment, obviously not intended to be used seriously. Basically it's as boringly standard of a map I could make, with the exception that it is very, very small. 108x100, 31s nat to nat, 4 bases per player. A bit of a throwback to the Blistering Sands/Steppes of War days, minus the retarded backdoor rocks, tankable nats, etc.

Would anyone actually want to play something like this? Otherwise I might not bother finishing it.

[image loading]
vibeo gane,
RFDaemoniac
Profile Joined September 2011
United States544 Posts
October 29 2013 02:43 GMT
#1629
If you threw in some more extreme micro-encouraging terrain, like making those ramps to the middle be tiny tiny until you kill the rocks and maybe some small hills or dropable pods or terrain to hold in a push against the natural or something I would totally be down to play some games on it.
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2013-10-30 17:25:55
October 30 2013 04:14 GMT
#1630
On October 29 2013 08:15 -NegativeZero- wrote:
Did this layout for my own entertainment, obviously not intended to be used seriously. Basically it's as boringly standard of a map I could make, with the exception that it is very, very small. 108x100, 31s nat to nat, 4 bases per player. A bit of a throwback to the Blistering Sands/Steppes of War days, minus the retarded backdoor rocks, tankable nats, etc.

Would anyone actually want to play something like this? Otherwise I might not bother finishing it.

[image loading]


kinda funny i just threw together a map very similar to that. heres what it ended up looking like

~~
starleague forever
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 30 2013 07:42 GMT
#1631
Love the tower. Make it bigger (and into a real map).
Comprehensive strategic intention: DNE
moskonia
Profile Joined January 2011
Israel1448 Posts
October 30 2013 10:36 GMT
#1632
a176, what is the rush distance? Looks like it should have a normal rush distance or even a large one because of the terrain. Overall I like it, would love a rush map played in a tournaments or ladder again.
a176
Profile Blog Joined August 2009
Canada6688 Posts
October 30 2013 14:46 GMT
#1633
M2M is 59s, N2N is 45s, but the real problem is the distances to the expos are ridiculously shorter
starleague forever
RFDaemoniac
Profile Joined September 2011
United States544 Posts
October 30 2013 17:18 GMT
#1634
All you'd really have to do is switch the main so that the natural is the horizontal base, and then it'd be a slightly open natural, too
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2013-10-30 17:29:43
October 30 2013 17:29 GMT
#1635
On October 31 2013 02:18 RFDaemoniac wrote:
All you'd really have to do is switch the main so that the natural is the horizontal base, and then it'd be a slightly open natural, too


i thought about that, but i kind of enjoyed the shorter distances. this is what it looks like now, changed the paths so there's more navigable space, and allowed me to push back the exps a bit to help with defense. the overall N2N distance is actually less now, 42s, but the game flows more naturally imo.

its published on NA if anyone wants to try, under "Maize" ... i cant seem to log into the other servers right now so those are not updated.

[image loading]
starleague forever
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 30 2013 21:00 GMT
#1636
With that name you really need some corn fields. But it is quite appropriate for the resource density. ^^
Comprehensive strategic intention: DNE
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
October 31 2013 00:44 GMT
#1637
have I mentioned yet that I LOVE the resource density (14 bases for 2p )
ModeratorI am still alive, somehow
TL+ Member
Ferisii
Profile Joined February 2011
Denmark199 Posts
Last Edited: 2013-11-03 16:06:31
November 03 2013 16:04 GMT
#1638
5 Player map I started working on yesterday. Now I'm not so sure if I should bother try finish it,
[image loading]
[Click picture for more pictures!]

What you guys think?
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
IeZaeL
Profile Joined July 2012
Italy991 Posts
November 03 2013 20:17 GMT
#1639
Early stage map , I probably wont finish this , but still .... what do you think ?
[image loading]
Author of Coda and Eastwatch.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
November 03 2013 22:21 GMT
#1640
Blink stalkers!

Damn how i hate those now days ~.~, it makes mapping a lot harder since you need to have in mind adding the big space around the main base without having to distort the overall layout of the map, this is quite hard to do with cloud kingdomish layouts, since the map is already quite compact.

Other than that the chokes in the central lowground worries me a little, i think you could move the open area outside the natural into the lowground since you have quite a bit of area there.

There are some minor problems with use of space, but nothing serious, the third beside the collapsible rocks is a bit too exposed but other than that you have a nice standard map.
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
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