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Work In Progress Melee Maps - Page 95

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
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
December 27 2013 22:15 GMT
#1881
On December 28 2013 06:50 Coppermantis wrote:
--
Since no one commented last time I posted this.

I export at ~2kx2k, for the record.

I judge a lot of maps based on how they feel, and this one feels a bit messy.
Four/five bases are too easy to secure I think, and it's only a 14 base map so...
Moderatorshe/her
TL+ Member
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
December 28 2013 01:30 GMT
#1882
On December 28 2013 06:50 Coppermantis wrote:
+ Show Spoiler +
[image loading]

Since no one commented last time I posted this.

I export at ~2kx2k, for the record.

Needs a lot more work on the map flow. You sit in one spot and are in prime position to defend 4 bases worth of resources. Getting to the outer edges of the map is awkward, making them less than ideal to utilize, especially since you don't really need more than 4 bases to go push with a 200/200 death ball and the path between third bases is a short, straight shoot.

Expect a lot of stale gameplay and absurd death ball action.
Twitter: @iamcaustic
algue
Profile Joined July 2011
France1436 Posts
Last Edited: 2013-12-28 09:41:54
December 28 2013 08:55 GMT
#1883
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'm sorry, since you are a better map maker than I am, use that name, i'll change the name of my map, no problem.

Edit : + post your WIP :3
rly ?
ConCentrate405
Profile Joined November 2013
Brazil71 Posts
Last Edited: 2013-12-29 19:00:27
December 29 2013 18:57 GMT
#1884
Gonna remodel/adjust all bases and highgrounds but this is the idea (144 x 144)
[image loading]
[image loading]
+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]

I look like someone's uncle after a hard life
Gfire
Profile Joined March 2011
United States1699 Posts
December 29 2013 21:12 GMT
#1885
On December 28 2013 17:55 algue wrote:
Show nested quote +
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'm sorry, since you are a better map maker than I am, use that name, i'll change the name of my map, no problem.

Edit : + post your WIP :3

Well do what you want. Mine's not even an original map really, it's greatly inspired by Desert Fox in BW. Now I have a memory of creating this map based on another map that also had rose in the name, so the name wasn't original at all. However, there only seems to be one BW map with rose in the name and I don't clearly recall taking inspiration from it. Ash Rose is only vaguely similar to my map.

+ Show Spoiler +
[image loading]


And thanks for the flattery. My self esteem, you know...
all's fair in love and melodies
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
December 29 2013 21:26 GMT
#1886
map looks very very choky
"Not you."
Gfire
Profile Joined March 2011
United States1699 Posts
Last Edited: 2013-12-29 21:49:27
December 29 2013 21:37 GMT
#1887
Well the central paths are pretty wide, but yeah it's a little cramped. I think I could adjust some things in that regard. It's similar to like Planet S or something like that though, apart from a few spots.

Here, I made a few adjustments.

+ Show Spoiler +
[image loading]
all's fair in love and melodies
MrSunny
Profile Joined September 2011
Australia73 Posts
January 01 2014 00:44 GMT
#1888
[image loading]

thoughts on this?
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2014-01-01 01:14:23
January 01 2014 01:13 GMT
#1889
KATRINA! ^^ Nah, but it has the taste tho.

I know you don't mean this to be a standard map, it is obvious, but i'm concerned about rush distances, this map seems to be at least 150^2 and the walking distance to scout is far too long, also even tho the map is meant to be more of an air play kind of map, i would add some bridges around to allow more mobility on the ground (army surrounds and whatnot), as a gimmick you could add those retractable bridges that reddit likes so much, and not just a few (~4) you could add a good amount of them (~8 or 12) and make it so that some of the bridges are extended and others are not and then swap with a timer or something like that, i think it could work on this layout.

Also those rocks on the center could use a timer like Arkanoid's, or make them take damage over time like in some of the maps i'm working on, also you have these areas that are a bit too open for my taste on this particular map/layout without having bridges connecting the whole thing, so if you don't want to add the bridges you could do as Ferissi did and make a little boring hole on those areas (to reduce the openness) and doodad it up to a wonderful little & pretty hole! ¡Ohhh Pretty!

Other thing that i could not avoid to notice are those overlord pods that i like so much ♥ but i also can't avoid to note that those bases in the corners of the map could use one pod behind the mineral lines like on Daybreak, Bel'shir and others to allow scouting there too.

So yeah, i think that's all.... Good & interesting map overall ^^


Also Fear My new Dragoon !
@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.
skdeimos
Profile Joined May 2013
Canada155 Posts
January 01 2014 06:04 GMT
#1890
I somewhat agree with Uvantak. You're trying to make something similar to the original Shrieking Breeze, but that map had excellent flow despite the semi-island gimmick and your map is essentially just one border path and some rocks in the middle. I definitely think you need to rework the paths around the map so that you can preserve the semi-island feel without making the expansion and attack path progression so linear and boring. Literally, the entire map pre-rock destruction is just a single pathway.
Aircooled
Profile Joined July 2012
United States79 Posts
January 01 2014 13:13 GMT
#1891
Any thoughts?
144x144
[image loading]
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
January 01 2014 16:14 GMT
#1892
3rd's are very choked of for aggresion and to easy to attain
"Not you."
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
January 01 2014 18:04 GMT
#1893
[image loading]
I think this map would be way more balanced and interesting like this. You'd have to make it a little bit larger to give space for the mains probably. You could use this to widen the narrow areas by the ramps to center, though, too.
Comprehensive strategic intention: DNE
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
January 01 2014 18:23 GMT
#1894
I think the choke at the 4th ought to be a bit larger (or perhaps even a small ramp behind the mineral line instead)
~ ~ <°)))><~ ~ ~
Aircooled
Profile Joined July 2012
United States79 Posts
January 01 2014 18:25 GMT
#1895
Funny u should say that I already made a path halfway around that base I'll look into extending it. (and I widened that choke) Thanks
moskonia
Profile Joined January 2011
Israel1448 Posts
January 03 2014 03:55 GMT
#1896
3v3, bottom vs top:

[image loading]

Mains are bases with CC's. 2v1 and 1v2. a path can be open via the middle gold, the gas on each side is rich.
MrSunny
Profile Joined September 2011
Australia73 Posts
January 03 2014 10:12 GMT
#1897
Pretty cool concept. looks like lots of fun and i would definitely play it once completed.
The central terrain of each half could be a little more interesting though. I would probably change the 4 ramp plateaus; either by working on their positioning or removing them and playing with other types of features.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
January 03 2014 10:40 GMT
#1898
moskonia, you should make it a bit easier for the isolated guy to get a third I think.
Moderatorshe/her
TL+ Member
RFDaemoniac
Profile Joined September 2011
United States544 Posts
January 03 2014 17:47 GMT
#1899
I really like the idea of coming up with a 2v1 map concept that is win-able for the 1. Seems like a good way to practice making intensely defensive terrain. Dunno if it's possible though.
moskonia
Profile Joined January 2011
Israel1448 Posts
January 03 2014 18:19 GMT
#1900
On January 04 2014 02:47 RFDaemoniac wrote:
I really like the idea of coming up with a 2v1 map concept that is win-able for the 1. Seems like a good way to practice making intensely defensive terrain. Dunno if it's possible though.

Maybe if we were to really explore this option you could have a gold or semi gold in-base expo for the 1 player, maybe with a layout similar to Altarzim Stronghold, while the 2 players have very far expansions with even more things like the cliff behind the natural.
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