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Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin |
On October 25 2013 00:13 moskonia 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...
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On October 25 2013 00:13 moskonia 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'
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Alright, here's another small main open natural choked map, but everything should be a little more reasonable.
![[image loading]](http://i.imgur.com/ay5zdaQl.jpg) 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.
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enlarged map (that was fun), rush distance 48s~
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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.
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^ 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.
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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.
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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.
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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]](http://i.imgur.com/ZvoKSMh.jpg)
kinda funny i just threw together a map very similar to that. heres what it ended up looking like
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Love the tower. Make it bigger (and into a real map).
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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.
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M2M is 59s, N2N is 45s, but the real problem is the distances to the expos are ridiculously shorter
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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
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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.
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With that name you really need some corn fields. But it is quite appropriate for the resource density. ^^
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your Country52797 Posts
have I mentioned yet that I LOVE the resource density (14 bases for 2p )
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5 Player map I started working on yesterday. Now I'm not so sure if I should bother try finish it,
![[image loading]](http://i.imgur.com/jmn0dba.jpg) [Click picture for more pictures!]
What you guys think?
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Early stage map , I probably wont finish this , but still .... what do you think ?
![[image loading]](http://i.imgur.com/8pMPd1x.png)
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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.
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