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Work In Progress Melee Maps - Page 8

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
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-09-20 06:27:00
September 20 2012 06:21 GMT
#141
[image loading]

Latest. Pretty different! It seems to be getting more experimental each build (pseudo-inbase 3rd/4th to solve the problem that RF mentioned before) but I think at least most of it works. I tried something with the bottom bases.. this solution gives both players a 6th base instead of having only one 6th base to fight over. The basic idea with those southern bases is to have bases that are somewhat far away, but the actual choke leading to those bases -isn't-, meaning you just need a token force at those bases to deal with drops while you defend the main thoroughfares up north with your big army. He can do a large drop to overwhelm that token defending force, of course, but then he's susceptible to a big counter up north so it's a gamble. + Show Spoiler +
(p.s. those 2 bases at the bottom middle aren't very susceptible to tanks, the only thing reachable by a tank on the other side are the near geysers, and that's only if he has something giving him vision.. which is perfectly fine in my eyes, as 6th bases should be at the very least slightly harassable)


Aesthetics still haven't been started yet (other than placing trees to indicate what isn't passable and such), I did paint some more rock on some cliff edges to make them visible for now.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
ArcticRaven
Profile Joined August 2011
France1406 Posts
September 24 2012 18:07 GMT
#142
I love the Collected works. Dem cloaked rocks
[Govie] Wierd shit, on a 6 game AP winning streak with KOTL in the trench. I searched gandalf quotes and spammed them all game long, trenchwarfare247, whateva it takes!
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2012-09-24 21:37:48
September 24 2012 21:37 GMT
#143
On September 25 2012 03:07 ArcticRaven wrote:
Dem cloaked rocks


evil
starleague forever
Fatam
Profile Joined June 2012
1986 Posts
September 25 2012 01:21 GMT
#144
cloaked rocks? what did i miss
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
RFDaemoniac
Profile Joined September 2011
United States544 Posts
Last Edited: 2012-09-25 04:58:38
September 25 2012 04:58 GMT
#145
I was looking for that too, I think cloaked rocks a really cool, if you could find some good way of showing people that they are there (since most people are probably going to be confounded by just the little blur)

EDIT: Especially if they block a 2nd entrance to the main or something.
NewSunshine
Profile Joined July 2011
United States5938 Posts
September 25 2012 05:07 GMT
#146
On September 25 2012 13:58 RFDaemoniac wrote:
I was looking for that too, I think cloaked rocks a really cool, if you could find some good way of showing people that they are there (since most people are probably going to be confounded by just the little blur)

EDIT: Especially if they block a 2nd entrance to the main or something.

You could try a row of neutral DT's or something... though that might scare some players shitless.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Fatam
Profile Joined June 2012
1986 Posts
September 25 2012 05:16 GMT
#147
neutral DTs.. lol that is some hardcore trolling if someone didn't know ahead of time that the map had them
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
September 25 2012 05:49 GMT
#148
On September 25 2012 14:16 Fatam wrote:
neutral DTs.. lol that is some hardcore trolling if someone didn't know ahead of time that the map had them

If they're neutral rather than hostile I'm pretty sure they won't attack units.
vibeo gane,
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 25 2012 05:50 GMT
#149
On September 25 2012 14:49 -NegativeZero- wrote:
Show nested quote +
On September 25 2012 14:16 Fatam wrote:
neutral DTs.. lol that is some hardcore trolling if someone didn't know ahead of time that the map had them

If they're neutral rather than hostile I'm pretty sure they won't attack units.

but they will block pathing and building
Comprehensive strategic intention: DNE
RFDaemoniac
Profile Joined September 2011
United States544 Posts
September 25 2012 05:56 GMT
#150
And you can also mineral walk through them but not normal move through them!
Aenur
Profile Joined April 2012
Germany66 Posts
Last Edited: 2012-09-26 22:05:57
September 25 2012 08:33 GMT
#151
So here is my WIP map. I just started trying some mapping, so be nice.

Map Name: Floating Gardens
Server: EU
Size: 164x132 playable
Bases: 10x 8m2g
Watchtowers:2

Others:
Destructable rocks on the natural and on the direct path ramp.
Watchtowers cover ramp to the opponents fifth and front ramp.
5th is covered by some sightblockers to the center of the map.
There is a shortcut from the main to third, which can be used by reapers or colossi.

[image loading]

top-down view

+ Show Spoiler +

[image loading]


What I like:
The third is hard to defend cause of its position to the near highground, but early aggression is also risky cause of the narrow direct paths.

What I dislike:
I am not satisfied with the form of the main, I also have the feeling, that the long way over the 5th is not open enough. In general I also want to try to make the map look less angled.


Hoping for any honest feedback
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
September 26 2012 13:20 GMT
#152
Hello. I created two possible concepts yesterday and I'm trying to figure out which one to work on. Since my last map was criticized partly for having a map thread made for it too soon, I decided to post them here instead.

Concept One- City Core:
[image loading]

Concept Two- Lunar Brawl:
[image loading]

Currently I'm leaning towards the second one (more circle syndrome, cramped in first), but I'm not sure. What do y'all think?
Moderatorshe/her
TL+ Member
Fatam
Profile Joined June 2012
1986 Posts
September 26 2012 21:25 GMT
#153
I would suggest making the thirds a bit more accessible in both cases, as you will get -rivers- of zerg tears in their current states. I think there's some room for innovation in the current meta (tricky as it is to dance around all the restrictions we have) but don't fuck with people's 3rd distance, they are sensitive about that shyte lol
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
September 28 2012 14:16 GMT
#154
--- Nuked ---
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
September 28 2012 23:16 GMT
#155
On September 26 2012 22:20 The_Templar wrote:
[snip]

Concept Two- Lunar Brawl:
[image loading]

[snip]

Messed around with this some.
[image loading]
Yay or nay?
Moderatorshe/her
TL+ Member
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 29 2012 00:44 GMT
#156
@Templar: too many chokes and too resource dense. You should either cut out 1 or 2 bases and widen some pathways, or enlarge the whole map and thereby spread out out the bases and widen the pathways. Selective narrow chokes is fine but you have narrow pathways where players will want to or have to engage. The main-nat-3rd concept is okay but doesn't actually provide real options, so it's more for mid-to-lategame use.
Comprehensive strategic intention: DNE
Monochromatic
Profile Blog Joined March 2012
United States998 Posts
September 29 2012 00:58 GMT
#157
Any thoughts on the map I am currently working on? I hate the rocks, but they have to be there to allow FFE.
[image loading]
MC: "Guys I need your support! iam poor make me nerd baller" __________________________________________RIP Violet
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2012-09-29 05:11:04
September 29 2012 05:09 GMT
#158
@monochromatic: You should enlarge the map a little (widen it) and simplify some paths in order to require less rocks and improve the proportions. This would also provide a 4th that isn't so close to the middle. The 5th base needs to be pulled away from the enemy main so that tanks can't hit anything and you can't warp in on it. If the intention is to provide an alternate 3rd base I think it should go on the low ground hugging the main cliff.

You could also try forcefields instead! ;D
Comprehensive strategic intention: DNE
Elche
Profile Joined June 2011
Finland170 Posts
September 29 2012 12:58 GMT
#159
Hi here is a map i've been working on for a while now and would like to hear your thoughts on it.
Mapname:Sudden valley
[image loading]
It has been uploaded to EU servers already so if you want please try it out and tell me what you think.

I've played some games with my friends on the map and i find it to be quit fun to play. I haven't spotted any blatant imbalances, but me or my friends are not that good quality players so feel free to point out your concerns if you find any.

At the moment i'm thinking of making changes to the area near the NW and SE bases as well as the area between the middlebase and and the ramp with half-rocks.
Semmo
Profile Joined June 2011
Korea (South)627 Posts
September 29 2012 13:10 GMT
#160
Suddenly, a Valley.
There's no need for the rocks, I think.

Looks pleasant.

but you could have variation based on cliff level, it looks quite stale for now.
Good Luck!
Mapmaker of Frost, Fruitland and Bridgehead
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