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Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin |
Was fiddling with making Yog's into a 6 base per-player map (most people seem to be unhappy with 5 base maps these days).
Here's an overview -
+ Show Spoiler +
XNT ranges + LOS blockers a little easier to see - + Show Spoiler +
Some results of the changes - XNTs aren't terribly strong, but they cover a couple attack paths. Rush distances are now on the long side, compared to before when they were short.
Let me know what you think of these possible changes, cheers
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I would rather see the center bases oriented vertically to preserve the open space outside the rocks. Your version could work but it's too choked up in the middle. Maybe something like this?
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On October 02 2012 00:51 EatThePath wrote:I would rather see the center bases oriented vertically to preserve the open space outside the rocks. Your version could work but it's too choked up in the middle. Maybe something like this?
was going to recommend this as well. the base distribution is clumped and theres alot of unused terrain at top/bottom
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On October 02 2012 00:51 EatThePath wrote:I would rather see the center bases oriented vertically to preserve the open space outside the rocks. Your version could work but it's too choked up in the middle. Maybe something like this? + Show Spoiler +
interesting idea. I'll play around w/ that a bit
edit: it's sort of funny, I just realized - the way you just drew it (which looks great btw, I'm interested to see if it works out well) was pretty similar to how I had the original map before it was yog's (http://www.teamliquid.net/forum/viewmessage.php?topic_id=358574). Other than the obvious improvements in some other aspects (aesthetics, proportions), maybe I should trust my gut more often.
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On October 02 2012 08:36 Fatam wrote:Show nested quote +On October 02 2012 00:51 EatThePath wrote:I would rather see the center bases oriented vertically to preserve the open space outside the rocks. Your version could work but it's too choked up in the middle. Maybe something like this? interesting idea. I'll play around w/ that a bit edit: it's sort of funny, I just realized - the way you just drew it (which looks great btw, I'm interested to see if it works out well) was pretty similar to how I had the original map before it was yog's ( http://www.teamliquid.net/forum/viewmessage.php?topic_id=358574). Other than the obvious improvements in some other aspects (aesthetics, proportions), maybe I should trust my gut more often. Oh I didn't even realize those were related until you pointed it out, but now it's obvious. That's really funny how similar it is. ;D
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The aesthetics on these are inconsistent / not finished, but layout-wise.. vote for which version you think I should go with. Thanks for your help. I hope to eventually get this map right.
Option 1 (6th is far away, with 2FF ramp towards opponent) + Show Spoiler +
Option 2 (6th is far away, no ramp) + Show Spoiler +
Option 3 (6th is far away, with 1FF ramp towards you) + Show Spoiler +
Option 4 (6th is close to your 5th) + Show Spoiler +
Option 5 (old 6-base layout) + Show Spoiler +
Poll: Which design is better?6th is far away, with 2FF ramp towards opponent (9) 69% 6th is far away, with 1FF ramp towards you (3) 23% 6th is far away, no ramp (1) 8% 6th is close to your 5th (0) 0% old 6-base layout (0) 0% 13 total votes Your vote: Which design is better? (Vote): 6th is far away, with 2FF ramp towards opponent (Vote): 6th is far away, no ramp (Vote): 6th is far away, with 1FF ramp towards you (Vote): 6th is close to your 5th (Vote): old 6-base layout
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1 and 4 make most sense imo.
possibly 1 is best, but why not move the 5th closer to the main in a more hugging position and allow it as an aggressive third?
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latest version:
still trying to think of a proper map name
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On October 03 2012 07:46 lefix wrote:latest version: still trying to think of a proper map name
what in gods name have you done
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On October 03 2012 07:46 lefix wrote:latest version: + Show Spoiler +still trying to think of a proper map name I still say to call it Angels Island, gogo!
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your Country52796 Posts
On October 03 2012 09:16 iamcaustic wrote:Show nested quote +On October 03 2012 07:46 lefix wrote:latest version: still trying to think of a proper map name LMFAO, wrong thread there, lefix? I beg your pardon?
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On October 03 2012 09:17 The_Templar wrote:Show nested quote +On October 03 2012 09:16 iamcaustic wrote:On October 03 2012 07:46 lefix wrote:latest version: still trying to think of a proper map name LMFAO, wrong thread there, lefix? I beg your pardon? I'm an idiot! I updated the post rofl.
Edit: on that note, you were quick on that one. x_x! Was hoping to slip away before anyone noticed.
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On October 03 2012 05:13 Samro225am wrote: 1 and 4 make most sense imo.
Cool. I like 2 also (no ramp) but perhaps it's too turtley.
but why not move the 5th closer to the main in a more hugging position and allow it as an aggressive third?
Not sure I follow, the 5th is extremely close to the main already (if you kill the rocks it's actually closer to the nat than the true 3rd is). Are you saying the main's highground should be shaped in a slight arcing concave around the 5th?
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On October 03 2012 10:31 Fatam wrote:Cool. I like 2 also (no ramp) but perhaps it's too turtley. Show nested quote + but why not move the 5th closer to the main in a more hugging position and allow it as an aggressive third?
Not sure I follow, the 5th is extremely close to the main already (if you kill the rocks it's actually closer to the nat than the true 3rd is). Are you saying the main's highground should be shaped in a slight arcing concave around the 5th?
try exactly that. also a question of flow and space efficiency in general.
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Okay, I'll join the party. Here are two that I've been working on:
Working title: The Octagon + Show Spoiler + This map is meant to be a 8 player FFA / 1v1 novelty map which in the latter case is supposed to range from macro-able to very rushy depending on spawns, the trick being to scout the other player quickly. In the former case, it would always be a very rushy, micro intensive map, something akin to a fastest map but without the rediculous gobs of high tier units from minute 2 (not that that can't be fun sometimes). The size of the map is 148x148, but doing the math the area where ground units can roam is much closer to about 128x128 -- quite on the small side. This allows scouting to take place rather quickly despite the number of bases. I'm not thrilled with what I have so far, and feel like I might need to expand to the point where the ground area is closer to 148x148 to make the center more interesting without making the overall scouting distance too egregious. No this is not a troll map.
Working title: Claustrophobia + Show Spoiler + This map is a little more "serious" than the one above, and I like where it is much better at this point in its design. A little bit of crazy stih going on here -- this map is meant to allow the most abusive, twisted little minds to have their way with an unsuspecting macro opponent, yet have the ability to turn into a decent macro-fest if the shenannigans are held in check. The "in-base" backdoor natural can be breeched by land if units want to run the long, narrow gauntlet-in-potentia running behind the third and main. The natural is also susceptible to drops and arial assault, and while a hidden pylon back here on the low ground would be a Protoss player's dream, warp ins from across the gap are limited by the line-of-sight blockers (but possible!). The "serpent trench" also allows some back door abuse to the relatively open, yet still easily wall-able third, lings, hellions, a stray dark templar might find themselves behind your rax and two supply depot, or pylon/gateway/forge wall in front of your base (two 3x3 buildings leaves that little invisible gap for small units). The middle is full of decisions, do I take the low route and get vision, or do I stick to the high ground surrounded by line of sight blockers? Or do I go the way he won't expect and squeeze through past the nose of the main? Finally, the fourth bases are fairly neutral but are slightly more accessible to the clockwise opponent in adjacent possitions. A fifth base, will most likey yield an easy sixth and seventh, but at that point you had better be ready for anything as the harassment and attacks can come from any which way. I'm toying with changing the title to Paranoia, since playing on it didn't feel quite as constricted as the map looks, but the potential threat of attack and craziness is endless.
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On October 05 2012 06:40 Meltage wrote:My current WIP Coercion, published on EU. + Show Spoiler + Can you describe what you think the strength of this map is? Is reason for being?
It strikes me as kind of boring. It has 5 lanes gently zigzagging across the map with 5 bases across the width on each edge, and a forward base that will probably be taken last most of the time except for terran. These will be somewhat unstable in the end game but as a 6th base I don't have a huge problem with it. Most of the areas are about the same openess and the chokes are about the same. At least nothing jumps out at me. I like the little high ground bump near the forward base.
I would add a 3rd ramp on to the high ground platforms, otherwise they are kind of useless as a defensive position / something to fight over.
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