Work In Progress Melee Maps - Page 199
Forum Index > SC2 Maps & Custom Games |
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin | ||
Erotesn
27 Posts
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MrSunny
Australia73 Posts
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InfCereal
Canada1754 Posts
On November 13 2016 17:19 MrSunny wrote: So what are the main problems with naturals like this? Forcefields | ||
Fatam
1986 Posts
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MrSunny
Australia73 Posts
I realised maps like this can work but this layout makes expanding difficult | ||
REALRetrO
United States15 Posts
I really like the old WOL texture and loved bel shir so im trying to make a map to bring back the tileset. This is what i came up with. | ||
cleanpapers
7 Posts
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MrSunny
Australia73 Posts
I had another attempt at a map like this. Not that keen on it but here it is anyway Also this Island maps are more balanced in lotv's current state than ever before. Was interested, so i made a quick layout to play test | ||
SwedenTheKid
567 Posts
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-NegativeZero-
United States2140 Posts
On November 30 2016 19:40 MrSunny wrote: + Show Spoiler + I had another attempt at a map like this. Not that keen on it but here it is anyway Also this + Show Spoiler + Island maps are more balanced in lotv's current state than ever before. Was interested, so i made a quick layout to play test interesting idea but i'd like it if there were less bases - it's supposedly an island map but in reality you can just take 5 land-accessible bases and deathball your way straight down the center corridor | ||
MrSunny
Australia73 Posts
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Avexyli
United States688 Posts
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MrSunny
Australia73 Posts
+ Show Spoiler + | ||
Samro225am
Germany982 Posts
On November 23 2016 09:21 REALRetrO wrote: I really like the old WOL texture and loved bel shir so im trying to make a map to bring back the tileset. This is what i came up with. @REALRetrO: The aesthetics are solid, especially i like the grassy low ground areas. The overall layout is not bad at all, but i wonder if you realized how exactly some of the map's features interact: The distance between the naturals' chokes seem rather close than far (120 maximum i'd say from looking at it). Together with the rocks between third and natural expansion the third base is rather difficult to take. Also the way the ramps are set up, the attacker has one point from where both expansions could be attacked equally fast, while the defender would have a harder time to move from choke to choke. Another thing you want to look out for is the length of the map (roughly naturals' choke to choke distance) in comparison to the width of the map (chokes at your 9 and 3 o'clock expansions). The more these two distances differ (with the length being the bigger number) the easier the map is to split. Obviously the way you design the paths and chokes can change that, but it helps to keep that in mind. The layout is interesting and in my opinion it could help to increase the map height and in doing so increase the nat-to-nat distance. Also it would be nice to have two more bases. I am unsure if the watchtower is needed. Hope that helps. | ||
REALRetrO
United States15 Posts
increased height by 18 (playable 132x140) added gold base changed rock layout added new entrance to side base since i increased the height, i think the rush distance might be too long due to the rocks. Maybe decreasing height by 9 would be fine. | ||
REALRetrO
United States15 Posts
Updated! Increased height (playable 132x140) Added two gold bases in the middle and changed the middle up a bit. Increased the distance to adjacent third and removed nat to third path. I was thinking of removing the watch tower in the middle but keeping the little path between the crack for reaper/workers. Also there is a reaper jump to main at the third touching the main. | ||
TheFish7
United States2824 Posts
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REALRetrO
United States15 Posts
well since there are rocks in front of the natural ramp as well on the ramp at the third adjacent to the natural, there is only one enterance the attacks can come from early game while youre on three bases(red circle), even if you take the forward third, there is only one main attack path beside the side path that came be blocked by the rock tower before the rocks are broken(Blue Circle). I have had several games on the map and so far taking a third / fourth / fifth base has not been too difficult to do. Nat to Nat rush time is roughly 30-32 seconds for a worker. | ||
Fatam
1986 Posts
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Erotesn
27 Posts
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