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Work In Progress Melee Maps - Page 90

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
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 11 2013 00:20 GMT
#1781
^ Make a new picture with new textures, it will be so much easier to see what's going on. Sand for lowground, dirt for midground, rock for highground, bricks for little highground wall bits. Or something like that. I will hold my feedback hostage until you pay ransom of new map pic. XD
Comprehensive strategic intention: DNE
Norx81
Profile Joined October 2013
Germany5 Posts
Last Edited: 2013-12-11 11:16:29
December 11 2013 11:14 GMT
#1782
[image loading]

A map I have been working on recently.

Map size: 128x136
Syphon8
Profile Joined July 2010
Canada298 Posts
December 11 2013 16:13 GMT
#1783
On December 11 2013 09:20 EatThePath wrote:
^ Make a new picture with new textures, it will be so much easier to see what's going on. Sand for lowground, dirt for midground, rock for highground, bricks for little highground wall bits. Or something like that. I will hold my feedback hostage until you pay ransom of new map pic. XD


Ask and ye shall receive.

[image loading]
',:/
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
Last Edited: 2013-12-11 20:00:25
December 11 2013 20:00 GMT
#1784
152^2
This is a 4 player map, bottom left vs bottom right or top left vs top right.
I want to remove 2 bases, which two? Preferably not the small gold bases but I will if I have to.

[image loading]
Also anything else?
ModeratorI am still alive, somehow
TL+ Member
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
December 12 2013 20:49 GMT
#1785
I'd say remove all 4 blue 3/4 bases - 15 bases for 2 players is more than enough. But if you only want to remove 2 then take out the ones on top.
vibeo gane,
Qwyn
Profile Blog Joined December 2010
United States2781 Posts
December 12 2013 23:16 GMT
#1786
Hey guys why not make "unforcefieldable" ground? I know there was discussion two pages back about burrowed ultras and shit. Unforcefieldable ground sounds like pretty cool shit, ahaha.
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
December 13 2013 17:18 GMT
#1787
I'm still waiting for someone to block off a base using a forcefield.
~ ~ <°)))><~ ~ ~
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
December 13 2013 17:23 GMT
#1788
On December 14 2013 02:18 TheFish7 wrote:
I'm still waiting for someone to block off a base using a forcefield.

I did that but the map was bad
I guess I could try again if I figure out a map design that fits it.
ModeratorI am still alive, somehow
TL+ Member
moskonia
Profile Joined January 2011
Israel1448 Posts
Last Edited: 2013-12-13 18:49:38
December 13 2013 18:21 GMT
#1789
On December 14 2013 02:18 TheFish7 wrote:
I'm still waiting for someone to block off a base using a forcefield.

Well that would make it the easier to get for Protoss, then Terran, then Zerg. I assume you mean like a 3rd option or an in-base expo, since as a 4th or more I think it would not really matter much, and if you include something special like that it should have a big influence on how the map is played, at least at the start before it becomes somewhat a normal feature.

Based on my previous ideas, I feel like a map with a FF blocking a base should be pretty open, to compensate Zerg players for the blocked base which will only be possible to take after reaching Ultralisk tech, which is very late in the game. Something like having the standard 3rd of Derelict Watcher blocked by a FF could be very interesting.

An attempt: [image loading]
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
December 13 2013 19:08 GMT
#1790
Yea, that's what I was thinking as well. The 3rd base would need to be the one that is blocked. Then you'd generally use features that are favorable to zerg players. I would say it should be an "in-natural" expo, and have that base be siegeable to give Terran players an opportunity to deny the easier base for Toss.
~ ~ <°)))><~ ~ ~
moskonia
Profile Joined January 2011
Israel1448 Posts
December 13 2013 23:53 GMT
#1791
On December 14 2013 04:08 TheFish7 wrote:
Yea, that's what I was thinking as well. The 3rd base would need to be the one that is blocked. Then you'd generally use features that are favorable to zerg players. I would say it should be an "in-natural" expo, and have that base be siegeable to give Terran players an opportunity to deny the easier base for Toss.

Something like this: http://www.teamliquid.net/forum/viewmessage.php?topic_id=396037 Only with a full 3rd?

Also it was a pretty decent map, had quite a few fun games on it
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
December 14 2013 03:34 GMT
#1792
On December 14 2013 08:53 moskonia wrote:
Show nested quote +
On December 14 2013 04:08 TheFish7 wrote:
Yea, that's what I was thinking as well. The 3rd base would need to be the one that is blocked. Then you'd generally use features that are favorable to zerg players. I would say it should be an "in-natural" expo, and have that base be siegeable to give Terran players an opportunity to deny the easier base for Toss.

Something like this: http://www.teamliquid.net/forum/viewmessage.php?topic_id=396037 Only with a full 3rd?

Also it was a pretty decent map, had quite a few fun games on it

After playing multiple games on that map, I can't really say I was a fan. The half bases had a philosophy of "easy to acquire, disadvantageous to defend" (as opposed to the traditional concept of "hard to acquire, reasonable to defend" for bases beyond the nat) where their reduced resource amounts made it almost not worth it, and the bases immediately north/south suffered from the common "just have more stuff than your opponent" syndrome that permeates so many SC2 maps. Also, it took forever to reach your opponent which was incredibly awkward. Could have easily knocked out the two mid bases and shrunk down the ridiculous height dimension.

It looked damn cool, though.
Twitter: @iamcaustic
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
December 14 2013 14:53 GMT
#1793
[image loading]
"Not you."
moskonia
Profile Joined January 2011
Israel1448 Posts
December 14 2013 15:25 GMT
#1794
On December 14 2013 12:34 iamcaustic wrote:
Show nested quote +
On December 14 2013 08:53 moskonia wrote:
On December 14 2013 04:08 TheFish7 wrote:
Yea, that's what I was thinking as well. The 3rd base would need to be the one that is blocked. Then you'd generally use features that are favorable to zerg players. I would say it should be an "in-natural" expo, and have that base be siegeable to give Terran players an opportunity to deny the easier base for Toss.

Something like this: http://www.teamliquid.net/forum/viewmessage.php?topic_id=396037 Only with a full 3rd?

Also it was a pretty decent map, had quite a few fun games on it

After playing multiple games on that map, I can't really say I was a fan. The half bases had a philosophy of "easy to acquire, disadvantageous to defend" (as opposed to the traditional concept of "hard to acquire, reasonable to defend" for bases beyond the nat) where their reduced resource amounts made it almost not worth it, and the bases immediately north/south suffered from the common "just have more stuff than your opponent" syndrome that permeates so many SC2 maps. Also, it took forever to reach your opponent which was incredibly awkward. Could have easily knocked out the two mid bases and shrunk down the ridiculous height dimension.

It looked damn cool, though.

I think this is the first map to use the theme - http://www.teamliquid.net/forum/viewmessage.php?topic_id=308974
Decent map too. So many awesome maps never used in tournaments :/
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
December 14 2013 15:27 GMT
#1795
@Meavis what is the size of that map? it looks quite big tbh, i really like the center design is quite interesting, but what happens if i destroy a collapsible rock in the center? will all go down or only the one that's in front of it?
The first thing that jumps into my vision is the huge exposed perimeter in the mains that can be used for blink all ins, i would reduce that quite a bit, second is the lack of overlord pods around the natural where zerg can park his overlords and not have to guess what is his opponent doing, third would be these rocks that block the way to your third, i would remove those rocks or reduce their HP and armor quite a bit (~1000 hp and ~2 armor), fourth are those 3x ramps leading into the third i would block a part of those with a set of "normal" destructible rocks or move those ramps closer to the "mouth of the natural" so they can be defended more easily while enlarging the 1x ones and moving them forward a bit and to finish i would add a overlord pod + Show Spoiler [here] +
[image loading]
so zerg can have a better map awareness

That's my feedback ^^
@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.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 14 2013 20:14 GMT
#1796
On December 15 2013 00:25 moskonia wrote:
Show nested quote +
On December 14 2013 12:34 iamcaustic wrote:
On December 14 2013 08:53 moskonia wrote:
On December 14 2013 04:08 TheFish7 wrote:
Yea, that's what I was thinking as well. The 3rd base would need to be the one that is blocked. Then you'd generally use features that are favorable to zerg players. I would say it should be an "in-natural" expo, and have that base be siegeable to give Terran players an opportunity to deny the easier base for Toss.

Something like this: http://www.teamliquid.net/forum/viewmessage.php?topic_id=396037 Only with a full 3rd?

Also it was a pretty decent map, had quite a few fun games on it

After playing multiple games on that map, I can't really say I was a fan. The half bases had a philosophy of "easy to acquire, disadvantageous to defend" (as opposed to the traditional concept of "hard to acquire, reasonable to defend" for bases beyond the nat) where their reduced resource amounts made it almost not worth it, and the bases immediately north/south suffered from the common "just have more stuff than your opponent" syndrome that permeates so many SC2 maps. Also, it took forever to reach your opponent which was incredibly awkward. Could have easily knocked out the two mid bases and shrunk down the ridiculous height dimension.

It looked damn cool, though.

I think this is the first map to use the theme - http://www.teamliquid.net/forum/viewmessage.php?topic_id=308974
Decent map too. So many awesome maps never used in tournaments :/

That was more true to the Tron theme, wrl's map is like crazy lightshow cool funtime. Definitely need more maps like both of these. And that chessboard map that used all the multicolor boxes to make pixelated shapes.
Comprehensive strategic intention: DNE
moskonia
Profile Joined January 2011
Israel1448 Posts
December 14 2013 21:31 GMT
#1797
Yeah there are some really cool themes that were never used on maps that got to tournaments or the ladder.
MarcusRife
Profile Joined March 2011
343 Posts
December 15 2013 00:03 GMT
#1798
On December 10 2013 14:47 MarcusRife wrote:
Minor update taking some of these suggestions into account.

+ Show Spoiler +
[image loading]


I was thinking of adding these outside paths to this map.

[image loading]
SidianTheBard
Profile Joined October 2010
United States2475 Posts
December 15 2013 02:05 GMT
#1799
@Marcus
Random ideas I was thinking of.
+ Show Spoiler +

[image loading]


Picture has some errors but meh, you get the idea. lol
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
Norx81
Profile Joined October 2013
Germany5 Posts
December 15 2013 16:46 GMT
#1800
An update of my map. What do you think?

map bounds: 128*136

[image loading]
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