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Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin |
@Norx I personally don't like linear maps, i prefer maps where the players have more than one route to his opponent, for this map i would open up the center, the central highgrounds and the ramps up a bit, maybe it is the texturing but it seems to be too chocked up, also those gold bases will only be taken when one of the players is extremely ahead, and since you need the space i would just scrap them, other thing that could be problematic is that backdoor, since the attacking players has a shorter distance from the nat to the rocks than the defender, but i see where are you going with those rocks tho, to allow a easier reinforcement of the third base.
Other thing that i would change is the gas positions in the main base, maybe this is just nick picking but i prefer when both gases are in the same side since it allows zerg players to scout better, but meh, the last thing and this one is important is to search for sweet spots for cannon rushes in the natural's mineral line, that natural of yours has that evil smile that says "come, come, CR this poor zerg!"~
Guys have been working on a map now and i would like to hear your ideas about it:
![[image loading]](http://i.imgur.com/j1eL1el.jpg)
The blending of the texture is a total mess, those textures are complete bitches when it comes to the blending but i'm getting there, i'll try if i can use the method Etcetra used for yeonsu, but first i need to see if i can use a more normal type of blending, as for the layout you can see it, it is a mix between yeonsu, Icarus and those central highgrounds that i love so much ♥
As a a bit of info the central rocks have 500 hp and 1 armor and will take 1 hp of damage each second until destroyed, both xel'naga towers are destructible and have 1750 hp with 3 armor and 750 shields that will regen just like protoss ones, the distance between players is ~60 seconds without the rocks down and ~54 with the rocks down, so quite averageish there, also these trees don't have pathing paint so units such as lings or marines can pass throw them, they block vision tho so beware of ambushes (♥)
The map is published in EU, AM, and Kr for those that may want to try it out first, and if you do please send me replays! i love to watch them :3!
So yeah, i think that's all....
//EDIT// I forgot to say the name of the map -.-; The name is KTT Red Forest
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Anyone know how to fix that problem ? Organic cliffs are all black,other are ok
+ Show Spoiler +
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That's the Static Shadows, don't worry about it when in-game it looks fine, if you want to take a screenshot without the cliffs being dark then you can move a doodad and the static shadows will recede and then when you want to publish the map you put the static shadows again.
I added the name of the map to my other post -.-
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Uvantak, an in-base expo and an easily taken nat? While are harass would be pretty strong, still having 3 bases behind a single choke is kinda weird, I think the FF idea would work great here. About the mid rocks, well 500 HP is almost nothing, what is their purpose exactly? Delaying any push by 6 seconds?
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your Country52797 Posts
On the subject of neutral force fields...
Steel Cut
![[image loading]](http://i.imgur.com/IijJhFo.jpg)
160x160
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My new Work In Progress map - Winter Wastelands
136x136
![[image loading]](http://i.imgur.com/UnYyp9g.jpg)
Main + Natural + 3rd and 4th + 5th setups
+ Show Spoiler + + Show Spoiler +
I would appreciate if you can point the major flaws that i have to work on. Thanks!
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On December 16 2013 10:03 moskonia wrote: Uvantak, an in-base expo and an easily taken nat? While are harass would be pretty strong, still having 3 bases behind a single choke is kinda weird, I think the FF idea would work great here. About the mid rocks, well 500 HP is almost nothing, what is their purpose exactly? Delaying any push by 6 seconds? That's why it is a WIP, for the central rocks their mission is to allow pushes of few units vs zerg without getting a huge surround with slow lings like it would happen on let's say.... any other map, but they disappear when those rocks could become problematic (mid/late game). The natural can't be walled off with few buildings, you need around 5 3x3 + a 2x2 one to wall that off if you want your wall to be defensible, so the only real way to take that as a natural is if you open with a aggressive opener but then your opponent can just not take his 8min2g base that fast and be safe behind his ramp while taking the icarus base instead, but i'm thinking of opening the 3rd base since as you say it could lead to stale games past the early game action that i'm trying to develop for the map, but even tho the map has those ledges (dunno if that's the right word) behind the icarus bases for drops, nydus and similar tactics that could make a interesting midgame/lategame, and that's why i'm torn here i'm not sure how the map would play out (other than in the few test games i have seen) and i'm seeking your thoughts.
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Changed the textures and some other features of Winter Wastelands , this is how it looks now :
![[image loading]](http://i.imgur.com/FGB2jar.jpg)
Main - natural - inbase third (6minerals + 1gas , pathway to 4th blocked by destructible ice block) :
![[image loading]](http://i.imgur.com/G45yHhV.jpg)
4th + 5th with destructible ice blocks leading to map center and opponent's natural :
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On December 17 2013 04:47 fedexfan wrote:Changed the textures and some other features of Winter Wastelands , this is how it looks now : + Show Spoiler +![[image loading]](http://i.imgur.com/FGB2jar.jpg) Main - natural - inbase third (6minerals + 1gas , pathway to 4th blocked by destructible ice block) : ![[image loading]](http://i.imgur.com/G45yHhV.jpg) 4th + 5th with destructible ice blocks leading to map center and opponent's natural : ![[image loading]](http://i.imgur.com/JbWI5rF.jpg) I have but one question: where and how is a Terran supposed to situate his production on this map?
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The main base and the "inbase" third. Thanks.
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I've been inspired by recent gold and multi main entrance maps. Is this worth continuing?
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On December 17 2013 07:58 fedexfan wrote: The main base and the "inbase" third. Thanks. The in-base third? So we're looking at some (probably majority) of Terran's production having a 20 second-ish rally time just to leave the main base?
+ Show Spoiler +I don't have access to a WIP, naturally, so I made myself a roughly 1:1 prototype to give you the benefit of the doubt and check out proportions. To get to the bottom of one ramp to the other took my little marine 20 seconds, which also means the back production (barracks w/ tech labs in this case) are going to see a similar rally time just to reach the main base ramp. ![[image loading]](http://i.imgur.com/yTv5lTZl.jpg)
That's kind of absurdly long, and brings to light another criticism: air dominant strategies (warp prism harass/drops/mutas) vs that in-base third. If your army has any sort of position on the map, that base is as good as dead and with no truly viable alternative for a third base, I'd heavily recommend you either do a huge overhaul on your map's design flow or scrap it altogether.
Right now, almost every aspect of the map is counter-productive to good, entertaining gameplay.
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Re-installed the editor because I've got a few weeks break from college. Not happy with the top right/bottom left corners of this, but its a start. I'd like to continue the highground pod control theme. Any suggestions for those areas are appreciated!
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On December 17 2013 14:39 Aircooled wrote:I've been inspired by recent gold and multi main entrance maps. Is this worth continuing? + Show Spoiler + Yeah, that's really cool. IDK about the golds in the mid. Center control seems too strong here. Some of the proportions are a bit off but I think the layout is good and the concept is interesting.
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On December 17 2013 14:39 Aircooled wrote:I've been inspired by recent gold and multi main entrance maps. Is this worth continuing? + Show Spoiler +
![[image loading]](http://i.imgur.com/9Z6Ghyd.jpg)
I am concerned about the yellow areas being too choked. I think there needs to be more room behind the minerals (purple area). There will be elevator drops and the like and you need room to defend it. If you walloff at the black bars what about the black path into the natural? Seems hard to defend. There is a lot going on here. You need to think very carefully about how it all works together,
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On December 17 2013 16:17 monitor wrote:Re-installed the editor because I've got a few weeks break from college. Not happy with the top right/bottom left corners of this, but its a start. I'd like to continue the highground pod control theme. Any suggestions for those areas are appreciated! + Show Spoiler +
![[image loading]](http://i.imgur.com/Pi1eHMz.jpg)
The base in yellow feels cramped. I recommend the following changes. Where the 6th base goes after this though I am not sure.
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Yea the mid and second path to the main were my first concerns. I'm thinking about just removing the gold and focusing on the double entrance because right now theres not much room to work with.
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On December 15 2013 11:05 SidianTheBard wrote:@Marcus Random ideas I was thinking of. + Show Spoiler +Picture has some errors but meh, you get the idea. lol
Thanks for the ideas. I implemented most of them. What is the purpose of adding the destructible rocks?
![[image loading]](http://i.imgur.com/ZwtcNMV.jpg)
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On December 17 2013 17:06 MarcusRife wrote: Thanks for the ideas. I implemented most of them. What is the purpose of adding the destructible rocks? It just wouldn't be SC2 without them.
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Currently working on this :
![[image loading]](http://i.imgur.com/HnbIyzq.jpg)
The center seems too empty, what can i possible do about it....
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