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Work In Progress Melee Maps - Page 61

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 59 60 61 62 63 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
Dellron
Profile Joined October 2012
United States69 Posts
June 06 2013 14:32 GMT
#1201
On June 01 2013 10:58 Dellron wrote:
here is version 3 of my map, i made heavy changes to fourths, as well as a couple other changes.

[image loading]


also here is the description from my first post, in case you didn't see it:
its a 4 spawn, 1v1 map, vertical spawn will be disabled. i wanted to try low ground mains, not many people do them and i think if you do it right its still balanced. there is a choice between where to expand, i like the idea of having 2 possible naturals, and this one there is a big choice on where to expand first. the expansion path will heavily change depending on the spawn locations and the matchups.
so, i would like to hear what you guys think about the layout, before i go and texture it.

doesn't anyone have anything to say about my map? i could use the help.
"too much freedom is bad" -day9 the dictator
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
Last Edited: 2013-06-06 16:47:41
June 06 2013 16:47 GMT
#1202
On June 06 2013 23:32 Dellron wrote:
Show nested quote +
On June 01 2013 10:58 Dellron wrote:
here is version 3 of my map, i made heavy changes to fourths, as well as a couple other changes.

[image loading]


also here is the description from my first post, in case you didn't see it:
its a 4 spawn, 1v1 map, vertical spawn will be disabled. i wanted to try low ground mains, not many people do them and i think if you do it right its still balanced. there is a choice between where to expand, i like the idea of having 2 possible naturals, and this one there is a big choice on where to expand first. the expansion path will heavily change depending on the spawn locations and the matchups.
so, i would like to hear what you guys think about the layout, before i go and texture it.

doesn't anyone have anything to say about my map? i could use the help.
Basically, ask yourself 'How does one hold an early pool on this map'?

The ramp leading into the main is huge.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
theworldofdustoerba
Profile Joined November 2012
51 Posts
Last Edited: 2013-06-06 18:46:52
June 06 2013 18:46 GMT
#1203
Update : The End of Dreams

still need to add little more doodads, texturing, and of course, trying to fix scripted events (triggers) and stuff. Finals week next week, ochem is kicking my butt right now, so soon I will have more time, yay

Feedback appreciated, thanks!

[image loading]
Existor
Profile Joined July 2010
Russian Federation4295 Posts
June 06 2013 19:40 GMT
#1204
Map with blood... woah, thats epic idea :D
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2013-06-06 20:01:42
June 06 2013 20:00 GMT
#1205
On June 06 2013 23:32 Dellron wrote:
Show nested quote +
On June 01 2013 10:58 Dellron wrote:
here is version 3 of my map, i made heavy changes to fourths, as well as a couple other changes.

[image loading]


also here is the description from my first post, in case you didn't see it:
its a 4 spawn, 1v1 map, vertical spawn will be disabled. i wanted to try low ground mains, not many people do them and i think if you do it right its still balanced. there is a choice between where to expand, i like the idea of having 2 possible naturals, and this one there is a big choice on where to expand first. the expansion path will heavily change depending on the spawn locations and the matchups.
so, i would like to hear what you guys think about the layout, before i go and texture it.

doesn't anyone have anything to say about my map? i could use the help.


on overall design of the map. compare your map to others. there's no shame in looking at other maps, taking inspiration, or even copying other maps to help improve your technique. as it stands its obvious you still have a little ways to go. try to fill in as much as the empty space as you can. for more "organic" natural looking maps, try to use less straight lines.

on gameplay. using NSWE "cardinal" ramps poses two issues, one you cant walloff traditionally like do with diagonal ramps. and two, based on how you texture it, it can be difficult to differentiate where the ramp is during gameplay.
starleague forever
Dellron
Profile Joined October 2012
United States69 Posts
June 06 2013 20:51 GMT
#1206
On June 07 2013 01:47 SiskosGoatee wrote:
Show nested quote +
On June 06 2013 23:32 Dellron wrote:
On June 01 2013 10:58 Dellron wrote:
here is version 3 of my map, i made heavy changes to fourths, as well as a couple other changes.

[image loading]


also here is the description from my first post, in case you didn't see it:
its a 4 spawn, 1v1 map, vertical spawn will be disabled. i wanted to try low ground mains, not many people do them and i think if you do it right its still balanced. there is a choice between where to expand, i like the idea of having 2 possible naturals, and this one there is a big choice on where to expand first. the expansion path will heavily change depending on the spawn locations and the matchups.
so, i would like to hear what you guys think about the layout, before i go and texture it.

doesn't anyone have anything to say about my map? i could use the help.
Basically, ask yourself 'How does one hold an early pool on this map'?

The ramp leading into the main is huge.

[image loading]
there is one hex free but i will add a doodad or something.




On June 07 2013 05:00 a176 wrote:
Show nested quote +
On June 06 2013 23:32 Dellron wrote:
On June 01 2013 10:58 Dellron wrote:
here is version 3 of my map, i made heavy changes to fourths, as well as a couple other changes.

[image loading]


also here is the description from my first post, in case you didn't see it:
its a 4 spawn, 1v1 map, vertical spawn will be disabled. i wanted to try low ground mains, not many people do them and i think if you do it right its still balanced. there is a choice between where to expand, i like the idea of having 2 possible naturals, and this one there is a big choice on where to expand first. the expansion path will heavily change depending on the spawn locations and the matchups.
so, i would like to hear what you guys think about the layout, before i go and texture it.

doesn't anyone have anything to say about my map? i could use the help.


on overall design of the map. compare your map to others. there's no shame in looking at other maps, taking inspiration, or even copying other maps to help improve your technique. as it stands its obvious you still have a little ways to go. try to fill in as much as the empty space as you can. for more "organic" natural looking maps, try to use less straight lines.

on gameplay. using NSWE "cardinal" ramps poses two issues, one you cant walloff traditionally like do with diagonal ramps. and two, based on how you texture it, it can be difficult to differentiate where the ramp is during gameplay.

alright, thanks. there aren't any ramps that i think anyone would want to wall-off, so i didn't think the cardinal ramps would be a problem with that. but i never thought about the hard to see part and will remember that.

anyways, thanks both of you.
"too much freedom is bad" -day9 the dictator
moskonia
Profile Joined January 2011
Israel1448 Posts
June 06 2013 21:06 GMT
#1207
Unless you design it differently for a specific reason, the main should have a 1 width ramp to make rushes not too hard to stop and to give bigger defenders advantage while defending the main.
Dellron
Profile Joined October 2012
United States69 Posts
June 07 2013 00:24 GMT
#1208
On June 07 2013 06:06 moskonia wrote:
Unless you design it differently for a specific reason, the main should have a 1 width ramp to make rushes not too hard to stop and to give bigger defenders advantage while defending the main.

like i said, i wanted a choice for naturals. the entrance to the forward natural takes the same amount of buildings to wall as a regular ramp would. also its a low ground main so having a smaller ramp wouldn't help much.
"too much freedom is bad" -day9 the dictator
moskonia
Profile Joined January 2011
Israel1448 Posts
June 07 2013 01:49 GMT
#1209
On June 07 2013 09:24 Dellron wrote:
Show nested quote +
On June 07 2013 06:06 moskonia wrote:
Unless you design it differently for a specific reason, the main should have a 1 width ramp to make rushes not too hard to stop and to give bigger defenders advantage while defending the main.

like i said, i wanted a choice for naturals. the entrance to the forward natural takes the same amount of buildings to wall as a regular ramp would. also its a low ground main so having a smaller ramp wouldn't help much.

Your map gives 3 very easy bases, while making 1base all ins super hard to hold. TvP and PvP does not care about walls, meaning you basically have no choke point to defend versus 1base all ins. The easy way to fix the defenders advantage will be this:
[image loading]

I suggest you try to copy the basics of a ladder map. You should only try things that are outside the standard after you have mastered it.
Dellron
Profile Joined October 2012
United States69 Posts
June 07 2013 03:57 GMT
#1210
On June 07 2013 10:49 moskonia wrote:
Show nested quote +
On June 07 2013 09:24 Dellron wrote:
On June 07 2013 06:06 moskonia wrote:
Unless you design it differently for a specific reason, the main should have a 1 width ramp to make rushes not too hard to stop and to give bigger defenders advantage while defending the main.

like i said, i wanted a choice for naturals. the entrance to the forward natural takes the same amount of buildings to wall as a regular ramp would. also its a low ground main so having a smaller ramp wouldn't help much.

Your map gives 3 very easy bases, while making 1base all ins super hard to hold. TvP and PvP does not care about walls, meaning you basically have no choke point to defend versus 1base all ins. The easy way to fix the defenders advantage will be this:
[image loading]

I suggest you try to copy the basics of a ladder map. You should only try things that are outside the standard after you have mastered it.

can you please explain to me how that would help with a low ground main. i will shrink the ramp if you think it will help, but with it being low ground i would think that no matter what you don't want to engage on the ramp.

or i could try raising the main and both nat's up a level and so i can add a ramp where you wall-off. i would make the ramp horizontal and make it big but with rocks so its one hex at the start. is that idea any good or is your's better?


i have made some maps that are a lot like the ladder maps, but i like to alternate so it doesn't get boring.
"too much freedom is bad" -day9 the dictator
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
June 09 2013 23:03 GMT
#1211
[image loading]

144x144.
ModeratorI am still alive, somehow
TL+ Member
lorestarcraft
Profile Joined April 2011
United States1049 Posts
June 09 2013 23:34 GMT
#1212
On June 10 2013 08:03 The_Templar wrote:
[image loading]

144x144.

I love it.
SC2 Mapmaker
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
Last Edited: 2013-06-10 01:01:30
June 09 2013 23:37 GMT
#1213
On June 10 2013 08:34 lorestarcraft wrote:
Show nested quote +
On June 10 2013 08:03 The_Templar wrote:
[image loading]

144x144.

I love it.

yay
Edit: It is published on NA by the way under the name 'winter city'
ModeratorI am still alive, somehow
TL+ Member
Coppermantis
Profile Joined June 2012
United States845 Posts
June 10 2013 03:17 GMT
#1214
[image loading]

It's now named Crystal Remnant. Screenshot is a little old and does not represent the current natural wall-off.

[image loading]
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
June 12 2013 19:12 GMT
#1215
[image loading]
WIP remake of Security Breach
ModeratorI am still alive, somehow
TL+ Member
RFDaemoniac
Profile Joined September 2011
United States544 Posts
June 12 2013 20:13 GMT
#1216
On June 13 2013 04:12 The_Templar wrote:
[image loading]
WIP remake of Security Breach


The corner bases look a little awkward. If you wanted to embrace Circle Syndrome you could switch the side of that high ground that the base is on, so that they are more like at 12 and 6.

I would also use the debris towers instead of the rock towers so that they match the man-made texturing. I also like it when they are tucked up against something rather than just standing there, but that's more of a personal preference I suppose. The texturing is a pretty good start in that it distinguishes areas of the map and doesn't get in the way of visibility, but it might be worth spending some time accentuating the cliffs with their own texture type (i.e. almost just outlining the edges of every high-ground and the endges of the map as well).

This is pretty solidly standard but still interesting with the option of a forward third. I would actually bring the low ground third a little closer (even if that's just rotating the minerals to the other side) so that it is a more attractive option.
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2013-06-12 21:32:18
June 12 2013 21:29 GMT
#1217
Backwater Redux v0.1

i might try a second variant with "Strangewood-Symmetry" and re-implement high yield minerals.
[image loading]
a176
Profile Blog Joined August 2009
Canada6688 Posts
June 13 2013 22:12 GMT
#1218
^^ reminds me of morrows "red" map from a while back
starleague forever
theworldofdustoerba
Profile Joined November 2012
51 Posts
Last Edited: 2013-06-14 05:07:07
June 14 2013 04:30 GMT
#1219
Update: Chilblain, a 2M map oriented with PvEvP (Player vs Environment vs Player)

Almost done with this map.

Preview of the Scripted Events (still need to fix some):

1) Gate in middle opens at X elapsed seconds. Closes after X seconds. Repeat

2) Leviathans spawn at 5 and 11 o clock at 1000 game time seconds, and then gets random with alarm warning (like in Zero Hour) , Leviathan patrols in gate middle area.

3) Zerg Drop Pods come down at certain time intervals which release few units. Not at base locations.

4) Nydus worms appear at 11 and 5 corners which spawns few units.

[image loading]
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
June 14 2013 23:23 GMT
#1220
I think it's time to admit this topic is pretty much failing. THe majority of concepts posted here receive no commentary because most people of course only visit this thread when they are posting something themselves for criticism rather than just stopping by to give criticism. For me, this topic is only at the back of my head when I am soliciting feedback and I rarely give it unless I have a project dangling here. So here's my solution:

For every WIP you post from now on, you have to comment on 2 other WIP's posted in this thread before and give some solid constructive feedback on the direction. Who's with me?
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
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