Work In Progress Melee Maps - Page 94
Forum Index > SC2 Maps & Custom Games |
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin | ||
fedexfan
Bulgaria40 Posts
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iamcaustic
Canada1509 Posts
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. ![]() | ||
skdeimos
Canada155 Posts
On December 22 2013 22:23 fedexfan wrote: 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" . ![]() 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. | ||
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The_Templar
your Country52797 Posts
On December 23 2013 07:33 skdeimos wrote: 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. | ||
iamcaustic
Canada1509 Posts
On December 23 2013 07:33 The_Templar wrote: 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. ![]() | ||
IeZaeL
Italy991 Posts
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EatThePath
United States3943 Posts
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iamcaustic
Canada1509 Posts
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. ![]() | ||
EatThePath
United States3943 Posts
Yeah noticed this after and just thought figures. =\ | ||
algue
France1436 Posts
Edit : I like Lezael's map, 3 path ways = good late game scenarios where both players are stuck. I like these games ^^ | ||
skdeimos
Canada155 Posts
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
United States20 Posts
by: greenroom Uploaded on: NA ![]() ![]() I really like the flow of this map, too bad I suck at aesthetics. | ||
Meavis
Netherlands1300 Posts
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algue
France1436 Posts
![]() 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 ;_; | ||
iamcaustic
Canada1509 Posts
On December 26 2013 19:25 algue wrote: Here is Sand Rose : + Show Spoiler + ![]() 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. | ||
Gfire
United States1699 Posts
I export at like 3000x3000. You could try that. | ||
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The_Templar
your Country52797 Posts
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... | ||
Gfire
United States1699 Posts
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skdeimos
Canada155 Posts
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Coppermantis
United States845 Posts
![]() Since no one commented last time I posted this. I export at ~2kx2k, for the record. | ||
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