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Active: 19030 users

Work In Progress Melee Maps - Page 89

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
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
December 05 2013 19:28 GMT
#1761
On December 05 2013 16:27 EatThePath wrote:
Show nested quote +
On December 05 2013 15:13 -NegativeZero- wrote:
On December 05 2013 10:30 EatThePath wrote:
On December 02 2013 14:59 -NegativeZero- wrote:
Also I remember someone using the burrowed ultralisk FF preventing thing a long time ago, but I forget what map it was and I can't find it...

I want to say that was monitor or maybe semmo, I could be wrong though. The map was dirt/sand coloured, that's all I can remember. XD

I have also played around with making duplicate colossus units with alternate textures so they look like statues. That way the players know they are there but can still move through them while they block FF. idk, maybe something like this is worth it.

Are the colossi indestructible or raised HP something? I think the advantage of using burrowed ultras is that they are burrowed and therefore harder to remove, at least in the early game where something like an FF blocking the ramp is more likely to be a game-changing event.

I actually first did them as untargetable / unkillable because I wanted a permanent FF blocker that was also a built-in visual cue. Without knowing the ultras are there you just see a forcefield fail to appear, so it could be confusing. You could make it however though, like same HP/armor as rocks, with or without shields that recharge quickly, etc.


If you guys are talking about a custom neutral unit, you can change the model to whatever and check off the unit flags "massive" and "invulnerable". You could change the actor height and have it sticking up out of the ground, or flying overhead. There is an invisible flag as well.
~ ~ <°)))><~ ~ ~
wargirl
Profile Joined October 2013
Azerbaijan109 Posts
Last Edited: 2013-12-17 21:54:05
December 06 2013 00:51 GMT
#1762
This is my (P)First time posting, and (Z)New to the site i been making maps for 7 months and i will like to show my work.



[url=http://imgur.com/jkndi6n][img]http://i.imgur.com/pQrnRhJ.jpg[/url][/img][url=http://imgur.com/KhtAk8a][img]http://i.imgur.com/6rjxwoD.jpg[/[url=http://imgur.com/jv0dMpA][img]http://i.imgur.com/ydsdd4P.jpg[/url][/img]url][/img]

Poll: I will like to see if this is a good map

crappy map it will never work (1)
 
100%

Good Job (0)
 
0%

well made (0)
 
0%

needs inprovement (0)
 
0%

bad map is not going to work (0)
 
0%

1 total votes

Your vote: I will like to see if this is a good map

(Vote): Good Job
(Vote): well made
(Vote): needs inprovement
(Vote): bad map is not going to work
(Vote): crappy map it will never work

Any piece of knowledge I acquire today has a value at this moment exactly proportional to my skill to deal with it. Tomorrow, when I know more, I recall that piece of knowledge and use it better. ”
Coppermantis
Profile Joined June 2012
United States845 Posts
December 06 2013 01:21 GMT
#1763
I would advise looking at ladder or tournament maps (or user-made maps here, which are usually decent quality) and observing the conventions used in those cases. Look at the mineral line layouts and base progression (usually a main base with a single ramp of the smallest possible size, then a natural with a medium-sized choke, then third, fourth, fifth bases, etc.)

I think that what you have is interesting, but far, far too non-standard and in need of much more aesthetic polish.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
December 06 2013 01:43 GMT
#1764
On December 06 2013 09:51 wargirl wrote:
[image loading]


So are 12 spawns available, or just 6? I don't see any reason not to have 12. I like the idea of having a natural close by the main bases, and emphasizing control of the center of the map, but there are a few improvements that could be made. Resource density in the center of the map is very high, especially with gold bases - consider removing bases. The circular walkway is too narrow for 3v3 sized armies. Avoid the use of east-west and north-south ramps; try and use diagonal. The mineral lines in the main bases and naturals should be standard to avoid faster than intended gathering rates. Welcome~
~ ~ <°)))><~ ~ ~
wargirl
Profile Joined October 2013
Azerbaijan109 Posts
December 06 2013 18:27 GMT
#1765
Thank you i will take it in to advise and will make changes, also im not loocking to make a generic map and all look a like blizzard map, This is my first time posting i hope a get good feedback to improve thanks in advance to all that will comment!
Any piece of knowledge I acquire today has a value at this moment exactly proportional to my skill to deal with it. Tomorrow, when I know more, I recall that piece of knowledge and use it better. ”
Meerel
Profile Joined March 2012
Germany713 Posts
December 06 2013 19:13 GMT
#1766
On December 06 2013 09:51 wargirl wrote:
This is my first time posting, and new to the site i been making maps for 7 months and i will like to show my work.



[url=http://imgur.com/jkndi6n][img]http://i.imgur.com/pQrnRhJ.jpg[url=http://imgur.com/KhtAk8a][img]http://i.imgur.com/6rjxwoD.jpg[/[url=http://imgur.com/jv0dMpA][img]http://i.imgur.com/ydsdd4P.jpgurl]

Poll: I will like to see if this is a good map

crappy map it will never work (1)
 
100%

Good Job (0)
 
0%

well made (0)
 
0%

needs inprovement (0)
 
0%

bad map is not going to work (0)
 
0%

1 total votes

Your vote: I will like to see if this is a good map

(Vote): Good Job
(Vote): well made
(Vote): needs inprovement
(Vote): bad map is not going to work
(Vote): crappy map it will never work

[/url][/img][/url][/img][/img]

fix your image links
SDMF
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2013-12-06 21:07:03
December 06 2013 21:06 GMT
#1767
On December 07 2013 03:27 wargirl wrote:
Thank you i will take it in to advise and will make changes, also im not loocking to make a generic map and all look a like blizzard map, This is my first time posting i hope a get good feedback to improve thanks in advance to all that will comment!

This is a 3v3 map, with only two spawn locations? If that is the case, I recommend you design the map with 180deg symmetry, not 90deg symmetry. There's no need to have the left and right sides be exactly the same as the starting locations, unless it's meant to be a 4spawn map.

As for the map itself, it really lacks open areas for the teams to fight. All the major routes are severely constricted, especially by team map standards. While there are open areas, they are all in places where you wouldn't want to allow an attack to reach in the first place.

The unconventional mineral lines are fine, I guess, but you should practice using "normal" base designs. You should also try to use diagonal ramps where possible, because they are easier on players and spectators. Vertical / horizontal ramps should be the occasional exception, not the norm.

Overall, this map seems like a chore to play on. Any attacks will be like a de facto all-in, because it seems so much easier to just take more bases and move to defend any harassments / attacks. There's very little value to position on the map, other than the gold bases, but the main route to attack those is from the middle light-coloured ring pathway, which is how all the other attack routes go too. The highground in the middle is just imbalanced as a location for engagements, and will be a huge pain with 6 players trying to fight. In short, the flow of the map seems awkward and almost never fun. Of course I'm interested to hear your thoughts behind it, maybe I'm missing something.

Usually I like to give pictures of changes I would make, but I'm not even sure it applies here, since I don't know what I would even do without significantly altering the layout. Would you find something like that helpful, though?
Comprehensive strategic intention: DNE
IeZaeL
Profile Joined July 2012
Italy991 Posts
December 06 2013 21:41 GMT
#1768
[image loading]
What do you think ? It is strange , but i like it , zerg might need to take third/natural in the upper expansions ...
Author of Coda and Eastwatch.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2013-12-06 21:52:17
December 06 2013 21:48 GMT
#1769
^ Extremely clustery 4 bases. The bottom right base should be at least 4-6 squares further away imo. And probably the upper left one too.

edit: I mean, I guess it's on par with Akilon, if that's what you're going for...
Comprehensive strategic intention: DNE
wargirl
Profile Joined October 2013
Azerbaijan109 Posts
December 06 2013 23:26 GMT
#1770
I made some changes as for the ramps i love for them to stay as they are I also open the walkways more and for aesthetic polish still working on it i will post tomorrow txs. everybody for you comments.

[image loading]
[image loading]
[image loading]
[image loading]
Any piece of knowledge I acquire today has a value at this moment exactly proportional to my skill to deal with it. Tomorrow, when I know more, I recall that piece of knowledge and use it better. ”
Coppermantis
Profile Joined June 2012
United States845 Posts
December 06 2013 23:40 GMT
#1771
Looking better. I still don't know about that many gold bases, but it could work since if it's a 3v3 since each player would get far fewer bases.
wargirl
Profile Joined October 2013
Azerbaijan109 Posts
December 06 2013 23:45 GMT
#1772
I love gold what can i say! (;--)
Any piece of knowledge I acquire today has a value at this moment exactly proportional to my skill to deal with it. Tomorrow, when I know more, I recall that piece of knowledge and use it better. ”
MarcusRife
Profile Joined March 2011
343 Posts
Last Edited: 2013-12-09 05:28:19
December 09 2013 04:45 GMT
#1773
On December 07 2013 08:45 wargirl wrote:
I love gold what can i say! (;--)


Interesting you say that.

[image loading]
Coppermantis
Profile Joined June 2012
United States845 Posts
December 09 2013 05:16 GMT
#1774
I really like that. It seems like it would produce some fast and fun games.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
December 09 2013 07:52 GMT
#1775
Looks good, sort of a cross between Daybreak/Ohana/Yeonsu. However the first 4 bases are all probably grouped too closely together.
vibeo gane,
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 09 2013 20:09 GMT
#1776
@Marcus, pretty cool. I want there to be 2-4 more squares in the middle between the center gold cliffs, and then you could put a doodad clump to the N and S as well to break up the space a little.
Comprehensive strategic intention: DNE
MarcusRife
Profile Joined March 2011
343 Posts
December 10 2013 05:47 GMT
#1777
Minor update taking some of these suggestions into account.

[image loading]
Syphon8
Profile Joined July 2010
Canada298 Posts
December 10 2013 06:26 GMT
#1778
That looks pretty fun. Nice and simple.
',:/
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 10 2013 07:38 GMT
#1779
Looking good. I am imagining some cool strats where you take gold 3rd and gold 4th and get up to 22+22+18+18 = 80 workers for full saturation 4 base economy and then play a very aggressive unit trading style heavy on production capacity.
Comprehensive strategic intention: DNE
Syphon8
Profile Joined July 2010
Canada298 Posts
December 10 2013 22:15 GMT
#1780
[image loading]

Somethin' I'm working on, the textures right now make it a little hard to break down... So I'll give a little rundown.

1 vs. 7, of course, natural has two entrance: the narrow one branches out into a path towards the far back fourth base, protected by rocks, the forward 5th, which sits opposed the opponents, and finally to a very narrow lowground path which connects opposite the other natural entrance.

The wide path leads to the low ground pocket third. It is positioned such that it isn't harassable from the mid, but is harassable from the highground if your opponent brings armies through the lowground path, drops them behind the rocks, or takes out the rocks in the center.

To account for the third getting easier to harass the longer the game goes, the fourth is also placed in a far back position, though blocked by rocks. Somewhat reminiscent of Polar Night. For the fifth, either the forward base or the gold is an option. The golds are far from the center, and provide the advantage in income and pulling your opponent away from the valuable center. The forward bases, conversely, allow you to concentrate your defenses on the center which also guards your nat and third in the later game.
',:/
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