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Work In Progress Melee Maps - Page 94

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
fedexfan
Profile Joined September 2010
Bulgaria40 Posts
December 22 2013 21:30 GMT
#1861
Well that's the map.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
December 22 2013 21:40 GMT
#1862
On December 23 2013 06:30 fedexfan wrote:
Well that's the map.

It sure is. We're just letting you know there are some rather apparent flaws with it. This thread is for receiving critical feedback, after all.
Twitter: @iamcaustic
skdeimos
Profile Joined May 2013
Canada155 Posts
Last Edited: 2013-12-22 22:42:01
December 22 2013 22:33 GMT
#1863
On December 22 2013 22:23 fedexfan wrote:
Show nested quote +
On December 22 2013 12:50 skdeimos wrote:


You still haven't done anything to fix the fact that there are three bases behind one choke (and even that choke is inexplicably split into two). Without doing something to alleviate that, this map is just not playable. Sorry.




What if i told you......... The idea of the map is to have 2 "easy" expansions, but it is also obvious to the blind that the natural has it's own entrance with destructible debris. As far as the "weird" ramp is concerned, you can make the most standard walloff in the world with gate forge pylon and canon. Played it quite a bit yesterday, definitely "playable" . "Sorry" .

[image loading]


And what if I told you that the idea of designing a map specifically to have 2 easy expansions is literally the worst idea I can possibly think of? I mean, if you enjoy playing and watching games where both players literally cannot fight each other and sit in their base for thirty minutes, then I guess your map is excellent.

And if you think that having a 2-forcefield-wide choke blocked by rocks is enough vulnerability to offset a 2-forcefield-wide choke into the third, well... I honestly don't know what to say to that. Try playtesting your map with players who are halfway competent. It will not end well.

I tried to give you constructive feedback repeatedly earlier in the thread, but I'm honestly kind of done with that after you have failed to consider any constructive criticism. All I have to say is that your map does the complete opposite of encouraging interesting gameplay, in any matchup, and it will continue to do so until you actually consider what people more experienced than you (like caustic and path, not me) are suggesting. Being a novice at something and deciding that your own opinion is right and the veterans of the trade are wrong is just a level of arrogance I wouldn't expect from anyone halfway mature.

EDIT: Oh, and another thing. I'm not sure if you have been so far as to think a little bit about what players would do on your map.... just a little... but have you realized that there is no incentive to FFE where you think players will FFE? People don't just do things the way you expect because you expect them to; they do whatever is optimal given the map design. And given the map design, players would FFE at the forward choke to the third, which would end up being the natural. Especially since you inexplicably felt the need to break that choke into two bridges. There is just no strategic reason to do otherwise.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
December 22 2013 22:33 GMT
#1864
On December 23 2013 07:33 skdeimos wrote:
Show nested quote +
On December 22 2013 22:23 fedexfan wrote:
On December 22 2013 12:50 skdeimos wrote:


You still haven't done anything to fix the fact that there are three bases behind one choke (and even that choke is inexplicably split into two). Without doing something to alleviate that, this map is just not playable. Sorry.




What if i told you......... The idea of the map is to have 2 "easy" expansions, but it is also obvious to the blind that the natural has it's own entrance with destructible debris. As far as the "weird" ramp is concerned, you can make the most standard walloff in the world with gate forge pylon and canon. Played it quite a bit yesterday, definitely "playable" . "Sorry" .

[image loading]


And what if I told you that the idea of designing a map specifically to have 2 easy expansions is literally the worst idea I can possibly think of? I mean, if you enjoy playing and watching games where both players literally cannot fight each other and sit in their base for thirty minutes, then I guess your map is excellent.

Well, two easy bases worked a bit a few years ago. But the metagame has shifted to greedy builds so it's not a good idea now.
Moderatorshe/her
TL+ Member
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
December 23 2013 17:24 GMT
#1865
On December 23 2013 07:33 The_Templar wrote:
Show nested quote +
On December 23 2013 07:33 skdeimos wrote:
On December 22 2013 22:23 fedexfan wrote:
On December 22 2013 12:50 skdeimos wrote:


You still haven't done anything to fix the fact that there are three bases behind one choke (and even that choke is inexplicably split into two). Without doing something to alleviate that, this map is just not playable. Sorry.




What if i told you......... The idea of the map is to have 2 "easy" expansions, but it is also obvious to the blind that the natural has it's own entrance with destructible debris. As far as the "weird" ramp is concerned, you can make the most standard walloff in the world with gate forge pylon and canon. Played it quite a bit yesterday, definitely "playable" . "Sorry" .

[image loading]


And what if I told you that the idea of designing a map specifically to have 2 easy expansions is literally the worst idea I can possibly think of? I mean, if you enjoy playing and watching games where both players literally cannot fight each other and sit in their base for thirty minutes, then I guess your map is excellent.

Well, two easy bases worked a bit a few years ago. But the metagame has shifted to greedy builds so it's not a good idea now.

I think Terminus was the only map to feature easy 3 bases, but it was partially offset by the design of the map, so the close-position rush distances weren't nearly as absurd as you see on many modern maps. There was also in-base expansions like Crevasse, but the thirds were generally hard to hold due to the open space.

Players have also just gotten a lot better at identifying aggressive builds and holding them, which has lead to greedier play styles, as you've noted.
Twitter: @iamcaustic
IeZaeL
Profile Joined July 2012
Italy991 Posts
December 24 2013 11:38 GMT
#1866
Also posting it here.
[image loading]
Author of Coda and Eastwatch.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 25 2013 00:02 GMT
#1867
@lez, there are only 3 pathways on the map, and the backdoor base just tilts everything towards basetrading given the monolithic push path in the middle. idk if you see this as a problem, but it doesn't sound like very much fun to play or watch, imo.
Comprehensive strategic intention: DNE
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
December 25 2013 04:41 GMT
#1868
On December 25 2013 09:02 EatThePath wrote:
@lez, there are only 3 pathways on the map, and the backdoor base just tilts everything towards basetrading given the monolithic push path in the middle. idk if you see this as a problem, but it doesn't sound like very much fun to play or watch, imo.

It's a (loose) port of a BW map.
Twitter: @iamcaustic
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 25 2013 07:05 GMT
#1869
On December 25 2013 13:41 iamcaustic wrote:
Show nested quote +
On December 25 2013 09:02 EatThePath wrote:
@lez, there are only 3 pathways on the map, and the backdoor base just tilts everything towards basetrading given the monolithic push path in the middle. idk if you see this as a problem, but it doesn't sound like very much fun to play or watch, imo.

It's a (loose) port of a BW map.

Yeah noticed this after and just thought figures. =\
Comprehensive strategic intention: DNE
algue
Profile Joined July 2011
France1436 Posts
Last Edited: 2013-12-25 13:41:51
December 25 2013 13:32 GMT
#1870
How do you guys get so nice map overview ? Mine always look blurry. ;_;

Edit : I like Lezael's map, 3 path ways = good late game scenarios where both players are stuck. I like these games ^^
rly ?
skdeimos
Profile Joined May 2013
Canada155 Posts
December 25 2013 18:03 GMT
#1871
On December 25 2013 22:32 algue wrote:
How do you guys get so nice map overview ? Mine always look blurry. ;_;

Edit : I like Lezael's map, 3 path ways = good late game scenarios where both players are stuck. I like these games ^^


Data -> Export Map Image. Then use a program like Photoshop to convert the .tga image file into something more useful, and upload it using TL's built-in image uploader.
greenroom
Profile Joined February 2012
United States20 Posts
December 26 2013 05:38 GMT
#1872
Ulaan Underground (168 x 128)
by: greenroom
Uploaded on: NA

[image loading]
[image loading]

I really like the flow of this map, too bad I suck at aesthetics.
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
December 26 2013 10:00 GMT
#1873
aesthetics aren't too bad if you would fill it up with doodads a bit, the highground 3rd looks a bit close to the natural and the area between them very choky, other than that a lot of the map looks a bit blocky on the cliffs and the main could probably use a little extra space aswell, probably near the ramp theres a lot of room you could fill up with more main.
"Not you."
algue
Profile Joined July 2011
France1436 Posts
Last Edited: 2013-12-26 10:27:16
December 26 2013 10:25 GMT
#1874
Here is Sand Rose :
[image loading]
148x148

Map particularities :
- Open area in front of your main ramp
- Your natural is hard to secure but then, taking the 3rd and 4th bases is easier.
- double gold in the center $
- four 8m1g bases
- Short rush distances, I wonder if i'm not going to use rocks to force the players to use the center of the map.
- No xel naga tower

As I said, my map overviews are ugly and blurry, I don't know why ;_;
rly ?
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
Last Edited: 2013-12-27 17:09:39
December 27 2013 17:09 GMT
#1875
On December 26 2013 19:25 algue wrote:
Here is Sand Rose :
+ Show Spoiler +
[image loading]

148x148

Map particularities :
- Open area in front of your main ramp
- Your natural is hard to secure but then, taking the 3rd and 4th bases is easier.
- double gold in the center $
- four 8m1g bases
- Short rush distances, I wonder if i'm not going to use rocks to force the players to use the center of the map.
- No xel naga tower

As I said, my map overviews are ugly and blurry, I don't know why ;_;

The amount of resources on that map is absolutely insane. O_O You wouldn't even need the new extension mod to play BGH on it.
Twitter: @iamcaustic
Gfire
Profile Joined March 2011
United States1699 Posts
December 27 2013 18:47 GMT
#1876
Interesting... I have a wip map called Desert Rose.

I export at like 3000x3000. You could try that.
all's fair in love and melodies
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
December 27 2013 18:50 GMT
#1877
On December 28 2013 03:47 Gfire wrote:
Interesting... I have a wip map called Desert Rose.

I export at like 3000x3000. You could try that.

I export at about 1k*1k, maybe I should try higher but it takes so long to change to a jpg already...
Moderatorshe/her
TL+ Member
Gfire
Profile Joined March 2011
United States1699 Posts
December 27 2013 18:57 GMT
#1878
Really? Opening PS is the longest part for me. 1k should be fine just for the resized forum view anyway, I should think.
all's fair in love and melodies
skdeimos
Profile Joined May 2013
Canada155 Posts
December 27 2013 19:12 GMT
#1879
I usually export at around 4k x 4k, any more than that and I usually exceed the 10mb size limit for TL image files. With my i7 it takes a negligible amount of time, both for exporting and for converting.
Coppermantis
Profile Joined June 2012
United States845 Posts
December 27 2013 21:50 GMT
#1880
[image loading]
Since no one commented last time I posted this.

I export at ~2kx2k, for the record.
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