Work In Progress Melee Maps - Page 130
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Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin | ||
daboss9635
Canada21 Posts
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-NegativeZero-
United States2136 Posts
On October 30 2014 05:56 daboss9635 wrote: I agree that the rush distance is pretty short so I will try to make it a tad longer possibly. idk, it looks good to me. if nat-nat distance is around 40 seconds or more it should be fine, just check using the map analyzer. | ||
Xenotolerance
United States464 Posts
On October 30 2014 04:46 Uvantak wrote: I completely disagree with Xeno here, [awesome feedback] lol you know what they say, the quickest way to get the right answer is to post the wrong one | ||
daboss9635
Canada21 Posts
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Riski
France15 Posts
On October 27 2014 06:47 moskonia wrote: + Show Spoiler + Very nice for a 1st map. Your main-nat-3rd setup is really good, very standard, which is what you want to do mainly, before you try other kinds of layouts. A few things: Don't use straight ramps unless you have no other option, especially the main and nat ramps, Diagonal ramps are the standard, as they are easier to wall off, and can be blocked by Forcefields easier. Try to limit the pathable space behind the natural, so tanks can't siege the mineral line from the safety on a cliff, this is important to maintain a balance in TvZ, although not as big of a deal as it used to. Overall very nice 1st map, keep making maps and they will get better each time! Thanks a lot ! Any thoughts on this one I'm working on ? Not too chocky ? I'm trying another main-nat-3rd setup and lowground Xel'Nagas (there will be LoS blockers there). Theme will be Umoja/alien jungle. | ||
daboss9635
Canada21 Posts
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Riski
France15 Posts
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daboss9635
Canada21 Posts
On October 31 2014 03:01 Riski wrote: I'll be working on this, thanks for feedback ! Should I make the map bounds a bit bigger to allow muta play / drops behind the main ? I think that's definitely a good idea because there's really no downsides in doing so. | ||
Meavis
Netherlands1297 Posts
On October 30 2014 23:44 Riski wrote: Thanks a lot ! Any thoughts on this one I'm working on ? Not too chocky ? I'm trying another main-nat-3rd setup and lowground Xel'Nagas (there will be LoS blockers there). Theme will be Umoja/alien jungle. it has a few problems, theres only two pathways towards the middle, the third is open, and the middle itself is choked | ||
OtherWorld
France17333 Posts
On October 30 2014 23:44 Riski wrote: Thanks a lot ! Any thoughts on this one I'm working on ? Not too chocky ? I'm trying another main-nat-3rd setup and lowground Xel'Nagas (there will be LoS blockers there). Theme will be Umoja/alien jungle. The main could be bigger, and lose its concave shape. Remember that concave mains are more prone to being blink-broken, as showed by Yeonsu. I'm not sure it would be broken on this map, though, considering that the natural ramp and the optimal blink spot are quite far away. I'm not sure about it, but it looks like the natural ramp (which could be a bit wider tbh - right now it is something like 4hex?) is not creeped up with just the creep of your hatch. You might want to look into that. Also, concerning the natural, it's always good for ZvZ to have space behind the natural where you can put an Overlord that is out of range of Queens, so that you can look at the drone count when you want and then retreat to safety. Right now I don't think there is enough space. I'm not a fan of the third base placement at all, but it's personal opinion. However it is too open. I'd put the two geysers on the other side too, right now they feel too safely placed coined up against the natural. As Meavis said the center is too choky, and there is only one attack path. I think you should remove the central ramp that is the closest to the third and then create a new ramp perpendicular to the old ramp, facing the natural ramp (I'm not sure if I'm understable right now^^) . You may want to put a rock tower or rocks on the new ramp too. And I'm not sure of the XNT thing, it seems to take space for nothing. The gold base feels a bit strange because it is placed where you'd normally put a fourth base in a standard setup. Placing the gold here makes your standard fourth quite far away imo. I feel like it could be replaced by a standard base, being one cliff level lower too. All in all don't get discouraged by all these remarks, you have the basic proportions down and that's very good. It's probably the most important part. | ||
Riski
France15 Posts
On October 31 2014 05:37 OtherWorld wrote: I'm not sure about it, but it looks like the natural ramp (which could be a bit wider tbh - right now it is something like 4hex?) is not creeped up with just the creep of your hatch. You might want to look into that. Also, concerning the natural, it's always good for ZvZ to have space behind the natural where you can put an Overlord that is out of range of Queens, so that you can look at the drone count when you want and then retreat to safety. Right now I don't think there is enough space. I'm not a fan of the third base placement at all, but it's personal opinion. However it is too open. I'd put the two geysers on the other side too, right now they feel too safely placed coined up against the natural. Natural ramp is 6 hex wide atm. I agree that it may feel a bit far away from the hatch and I've already been reworking on this nat - 3rd placement. On October 31 2014 05:37 OtherWorld wrote: As Meavis said the center is too choky, and there is only one attack path. I think you should remove the central ramp that is the closest to the third and then create a new ramp perpendicular to the old ramp, facing the natural ramp (I'm not sure if I'm understable right now^^) . You may want to put a rock tower or rocks on the new ramp too. And I'm not sure of the XNT thing, it seems to take space for nothing. The gold base feels a bit strange because it is placed where you'd normally put a fourth base in a standard setup. Placing the gold here makes your standard fourth quite far away imo. I feel like it could be replaced by a standard base, being one cliff level lower too. I'll try around these ideas, I also think that the natural 4th has a bit stranged placement. The middle of the map is always problematic for me atm. I don't manage to get interesting chokes placement without being too chocky or to narrow pathings. I'm quite ok with base placement, but balancing the middle seems hard for me :/ On October 31 2014 05:37 OtherWorld wrote: All in all don't get discouraged by all these remarks, you have the basic proportions down and that's very good. It's probably the most important part. I'm glad to hear it and don't feel discouraged at all : learning by making mistakes is my method, and I get strong and understandable feedback from you guys. Sorry if I sometimes come up with kind of annoying newbie questions. I'm reading guides and wikis, but sometimes guides doesnt fit to that particular situation. Thanks for taking your time for this ! | ||
OtherWorld
France17333 Posts
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Riski
France15 Posts
Before + Show Spoiler + After + Show Spoiler + I mainly tried to open the middle, to get a decent 3rd placement, to have a real 4th choice, and to make the golds at a 1-height cliff, more interesting placement. | ||
Xenotolerance
United States464 Posts
Can we skip the part where I write something bad and get someone really smart in here? | ||
daboss9635
Canada21 Posts
One thing that you might want to take a look at is the positioning of the bases at 3 and 9 a clock. (the bases behind the gold) In my opinion I definitely think that it is a good idea that you have a path way going threw the back. But I think that maybe you should switch positions of the bases with the position of the ramps at 3 and 9 a clock, so then it will be more efficient to travel to the right top and bottom left corners of the map. It will probably also be a little bit easier to defend the bases because there will probably be a smaller cliff behind it to defend and a larger and diagonal ramp which will allow you to easily break a siege if your opponent decides to siege on the high ground. | ||
Meavis
Netherlands1297 Posts
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ChopTheHassan
35 Posts
The map itself is pretty much finished except for a little more decorating that needs to be done. Now that it's "finished" though I can't but help think there are too many bases for a good 1v1 map so I think I might upload this instead as a 2v2 map and rework it some more for a 1v1 map. This is what it looks like now though. + Show Spoiler + | ||
Ej_
47656 Posts
is it remotely playable or broken? any feedback would be appreciated all high grounds on the map without a ramp are obviously unpathable | ||
SwedenTheKid
567 Posts
-remove the low ground areas between the natural and 3rd. Opponents could get tanks or other long ranged units there and harass the natural. -center of the map is very open and doesn't encourage tactical positioning and movement by players. Perhaps shrink the map and add high ground areas, or just the latter. You always want multiple routs to the enemy, and to their 3rd+ expos. -you have a good grasp of base layout, but I would make the 2 different 3rd options have more defined benefits and weaknesses. Same with other expos. -one tower in the middle is usually a bad idea. 2 is better since both players can hold 1. Always have a reason to put down a tower. Here it would be to spot attacks coming down the center. -I like middle bases. Since it's so open, you could add 2 on high ground pods or something. Just make them hard to defend. -way better than my first map. Gj | ||
Ej_
47656 Posts
-removed most of the potentially abusable areas -made the ravage over the horizontal 4th bigger, should make that base easier to defend -added the double middle base (you can fit 2 town halls there); it has 1 rich gayser because of space usage | ||
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