Work In Progress Melee Maps - Page 99
Forum Index > SC2 Maps & Custom Games |
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin | ||
-NegativeZero-
United States2141 Posts
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maltenp
Sweden15 Posts
![]() Concept view: ![]() (Bear with me, did the textures etc. in less than an hour..) High res overview: + Show Spoiler + Map Analyser: + Show Spoiler + ![]() Let me know what you think about the layout, concept and especially balance issues. Thanks! | ||
algue
France1436 Posts
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Yonnua
United Kingdom2331 Posts
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ConCentrate405
Brazil71 Posts
2 spawning positions only (old cross). No Watchtowers. ![]() The natural is on higher ground than the original to create a ramp and make it safer from main pathway, but the its relation to the third remains, a huge ramp to high ground. + Show Spoiler + ![]() There's no close by air positions. Instead that base "was destroyed", including the original ramp. Now it has a side ramp that conects to the center bases (no golds). Also the center bases has only 2 ramps now. + Show Spoiler + ![]() My main concern is the central bases. Not expecting anyone to take them unless is really necessary so should I scrap them and just make an open field? Or leave some terrain/doddads to make some chokes? Any suggestions in general? Its missing some geysers..oops... | ||
[UoN]Sentinel
United States11320 Posts
On February 06 2014 05:37 ConCentrate405 wrote: I'm working on an revamped version of metalopolis, the idea is to make it in a burning theme, plus a few changes in layout, cliffs and wathever to make it more suitable for HOTS. It's an obvious map to remake so I'm sorry if there is too many already. 2 spawning positions only (old cross). No Watchtowers. ![]() The natural is on higher ground than the original to create a ramp and make it safer from main pathway, but the its relation to the third remains, a huge ramp to high ground. + Show Spoiler + ![]() There's no close by air positions. Instead that base "was destroyed", including the original ramp. Now it has a side ramp that conects to the center bases (no golds). Also the center bases has only 2 ramps now. + Show Spoiler + ![]() My main concern is the central bases. Not expecting anyone to take them unless is really necessary so should I scrap them and just make an open field? Or leave some terrain/doddads to make some chokes? Any suggestions in general? Its missing some geysers..oops... Maybe put collapsible rocks on at least one of the ramps? Or maybe on both, so a player can make islands? It would be a cool mechanic when you take both towers. Maybe you could stick a single rich geyser in each of the two middle bases? | ||
[UoN]Sentinel
United States11320 Posts
![]() Notable Features:
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-NegativeZero-
United States2141 Posts
Here's something I made. I don't like ubermacroturtlealterzim games so the map is fairly low resource, with 10 spread out bases, and I'm madly in love with high ground pods so there's 4 of them. Also the main/nat/3rd being in a nearly straight line should make defending against mutas, and other air in general, a little easier. Other than that, standard map is standard. Also I know warp-ins over the wall blocking the main are currently possible, but I'll definitely add doodads and pathing blocked areas to prevent that in more complete versions. ![]() Angled + Show Spoiler + Analyzer + Show Spoiler + ![]() | ||
skdeimos
Canada155 Posts
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EatThePath
United States3943 Posts
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-NegativeZero-
United States2141 Posts
On February 10 2014 09:55 skdeimos wrote: @NegZero: That's beautiful. I looooove high ground pods. Maybe a bit too chokey though? Thanks, any suggestions on areas to open up? | ||
[UoN]Sentinel
United States11320 Posts
I wouldn't say it's more chokey per se, it's actually more open-looking than Heavy Rain. Are you going to leave that rock pillar in front of the natural exposed? It would be a cool mechanic for colossus/stalker/tank/drop positioning. | ||
Meavis
Netherlands1300 Posts
![]() concept im working on | ||
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The_Templar
your Country52797 Posts
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EatThePath
United States3943 Posts
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-NegativeZero-
United States2141 Posts
I'm not sure if this type of main choke has been tried before, but I can't recall any maps in particular which have used it. The widest part of the choke nearest the main can be walled with the standard 2 depots + rax, or gate+core with a 1 unit gap, and each of the smaller chokes it splits into can be blocked with 1 FF. Also the map is quite small at 132x132, and the forward natural placement leads to an extremely short rush distance of 92.3 tiles (32.8 seconds with a worker). Players could theoretically choose to take the 3rd as the natural to avoid this, although at the cost of the farther distance. This is definitely an early game focused map, although still with the possibility for matches to go well into the late game with the presence of 6 spread out bases per player - the longer the game goes the more standard it should get. Suggestions are appreciated, pls tell me what's broken. The map is based very loosely on this very old BW map, although it's so heavily edited it's definitely a new map by now, lol. ![]() Angled + Show Spoiler + Analyzer + Show Spoiler + ![]() | ||
greenroom
United States20 Posts
@Negative - Very cool layout of the first 3 bases. I really like the y-path from the main into the natural and 3rd. It seems like this might be a tough map for zerg to me. I can just imagine siege tanks hitting the natural from the other side of the wall, or a few sentries sneaking in through the back door and ffing the main entrance. I'm no expert though. Very cool. | ||
Syphon8
Canada298 Posts
![]() "Pocket nat or open nat?" "WHY NOT BOTH?" | ||
TheFish7
United States2824 Posts
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iamcaustic
Canada1509 Posts
Oh God... the Reaper and Blink abuse with that main... not to mention the sickest siege tank positioning to deny the main ramp ever. I think it's a flunk for TvT and TvP unfortunately. ![]() | ||
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