I'm new at doing this, so if anyone could give me any feedback regarding the map I'd really appreciate it. Thanks
Work In Progress Melee Maps - Page 152
Forum Index > SC2 Maps & Custom Games |
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin | ||
Koektrommel
Netherlands47 Posts
I'm new at doing this, so if anyone could give me any feedback regarding the map I'd really appreciate it. Thanks | ||
Antares777
United States1971 Posts
I'm almost done with this one. I wanted to see how everyone felt about the openness and chokes on it first though. | ||
NinjaDuckBob
173 Posts
EDIT: Openness around 3rd seemed a bit too much in testing, turned it down a bit. Images are most recent. | ||
Koektrommel
Netherlands47 Posts
On February 01 2015 09:48 Antares777 wrote: + Show Spoiler + I'm almost done with this one. I wanted to see how everyone felt about the openness and chokes on it first though. I like the layout of the expansions. I just wonder, that middle part, is that closed? Then what exactly is the point of the xel'naga tower? What is it overlooking? | ||
Antares777
United States1971 Posts
On February 01 2015 11:23 Koektrommel wrote: I like the layout of the expansions. I just wonder, that middle part, is that closed? Then what exactly is the point of the xel'naga tower? What is it overlooking? The middle is closed. The tower can be used from either side. The view overlooks both sides of the high ground. To get from one side of the map to the other, you have to cross one of the high grounds, or destroy rocks and go through your natural. Going through your natural is a tighter choke and pulls your army away from defending your third. Controlling the tower will tell you when your opponent is crossing the map and attacking. + Show Spoiler [Watchtower range] + | ||
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marksomnian
Luxembourg3 Posts
I went for a more Dota-style 3 paths from main to main. The middle is supposed to be a clusterf*ck to take, while the outside is the "recommended" path. | ||
OtherWorld
France17333 Posts
@Ninja : tbh right now in the case of, say, and immortal all-in PvZ, there's no way the Zerg can defend. Simple as that. Because there are too many chokes and not enough open space. If you look here : + Show Spoiler + there is only one area where a Zerg can hope to defend this, the area I circled in blue. And it's pretty far from the third/nat complex. What I would do is make the areas I scribbled in red pathable terrain, to open things up. Concerning the high-ground between the bases at 3, I'm still not convinced as to what their role is. It feels like your map is already unique enough without them. @Koektrommel : some of your ramps are cardinal (natural's ramp mainly), the thirds are so far away from the natural they could be fourth bases. Your natural's ramp is probably not in range of Photon Overcharge/natural hatchery's creep. There's no reason for having deadspace that big on the left of the natural (looking at the bottom natural here). Ramps going to the corner bases are too narrow. Holes in the middle are too big. I don't get the idea of having a backdoor to the main if you can only access it from the natural? Aside from the third-nat distance, the proportions are roughly good though. @Antares : Man that texturing/aesthetics/tileset. I'm literally in love. So beautiful. The layout and terraining look very interesting too, very intricate and complex. The only thing that makes me unhappy is that the natural's ramp is probably not in range of the natural hatch's creep (maybe even of PO?) but if I have to sacrifice ZvZ for such a map I'll do it gracefully. @LeZael : Keep ! Some ramps may look a bit narrow though. @marksomnian : tbh I don't get it at all. Are there only 4 base on that map? | ||
Koektrommel
Netherlands47 Posts
I felt a problem with the third bases too. You could get them, but once you chose a third, you wouldn't be able to take a fourth anywhere. Decreasing the distance seems to help, thanks. I added in another base too. I changed the natural ramp (removed the rocks there too), made the ramps to the corner bases bigger and removed some of the deadspace. I put rocks at the large ramp near the now-closer-third to make the third less open, is it still too open? I hope it's better now, but any more feedback is extremely welcome as I'm new at mapmaking. The idea behind the backdoor: I thought a regular backdoor like on Expedition Lost makes defending too hard. A backdoor like this can still be used for surprise attacks through drops, warp-ins, nydus worms and the highground there also might make it an interesting place to attack the third or the natural from. I thought the additional highground could make blink strategies interesting too. In the early game, proxying buildings or pylons behind the backdoor rocks could be cool as it could be a way to avoid both the wall-offs at the main and the natural. Breaking down your own rocks later gives an additional path to defend any highground-behind-your-bases-abuse by your opponent. | ||
TheSkunk
82 Posts
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OtherWorld
France17333 Posts
@Koektrommel : Looks way better, although you have to make sure you can wall both entrance to the natural with standard FFE wall. I also think you could delete the small middle-ground path near the corner base (making them high-ground), and make the ramps here angled instead of cardinal. Concerning the backdoor OK I get it now, I'm unsure how it will turn out though. Another thing is that with the high-ground above the forward third's mineral line, a Terran army could abuse the immobility of the opponent : while the opponent has his army at the third, drop behind the mineral line on the high-ground, then as he walk all the way back to the natural's ramp and then to where the Terran is, just reload your army and drop inside the main. But yeah it would have to be tested in practice. Another thing is that the 3/9 bases are not open enough to my taste, considering they are late-game bases. | ||
Berstuk
Slovenia2 Posts
so... i want to participate in the TLMC and for now i am making 2 maps both arent finished but i wanted some feedback before finishing the first one and starting to make textures to the second one so here they are Bernuga this is "Bernuga" you can try it on the EU server if you like... its mostly finished except for doodas.. Bernogul Hgihgrounds and this is "Bernogul Highground" its 1 day old ... so there is a shit ton of work to do but its allredy on the EU server and its realy fun i played a few matches (just to see how the terrain feels) and i realy realy like the layout but before i star texturing i would like some feedback :D and i will probably remove that gold base. | ||
Meavis
Netherlands1297 Posts
calm down on horizontal and vertical ramps, they're a bit weird and you want to avoid using them whenever you can. on your 2nd map, consider moving the mineral line to the corner of the main, as it is now tanks should be able to siege it from that backdoor path. (unless you're going to make that unpathable) but I'd still recomend moving the main to reduce air vurnability. | ||
OtherWorld
France17333 Posts
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Berstuk
Slovenia2 Posts
no i made some maps here and there these 2 are my 4th and 5th maps, the maps before were nice but they have desing flaws and are not competitive i think but i could show those 2... i am new to the team liquid map forums and TLMC... ok why are horizontal and vertical ramps bad? on the first map there are only 4 V/H ramps per player side... and only one is crucial the ramp between the third and natural... yeah the ramp leading to the horizontal fourth (middle-highground) could be a little bit bigger... on the second map by pure chance i didnt make many V/H ramps so thats nice.... yeah that ground bellow the main and third was ment for reapers but yeah tanks are bad so ill remove it or just change the minerals... and a overlord pot will be at the natural :D.... i realy dont know what to do with the textures (second map)... i imagined the lower ground being very green and jungle-ish... the middle ground being more rocky and dusti and bones and such while the main highground would be a lot more rocky and desolated ( like a jungle valley between mountains) .....i want to mix the zerus textures with some other ones but i dont know wich ones to pick...or maybe an icy map like the new blackfrost extraction the new 4v4 maps i realy like those textures | ||
JaredStarr
Canada115 Posts
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Koektrommel
Netherlands47 Posts
On February 02 2015 07:35 JaredStarr wrote: I'm back to working on this map. Decided to make it Xspawn and change the layout for bases after getting your nat. + Show Spoiler + Ooh, it's pretty. There's a few things I wonder about though. -What is the idea behind the destructible rocks + rock tower combination? If it's to close the ramp again after your opponent destroyed the rocks, wouldn't your opponent always just kill the tower first? Since the falling debris will damage the rocks, it won't even cost him any time. I personally don't see the point of the tower, but I might be missing something cool. It's nice to see experiments like that though. The rock towers at the natural plus the backdoor is pretty interesting actually. -If you spawn bottom right / top left, the third and fourth seem very hard to take and defend because the distances seem rather big. -There's a xel'naga tower to overlook the middle, but there doesn't really seem to be a large incentive to move your army there, as it's so wide open and not that much faster than the more attractive high ground route. -It's huge :O Maybe a tiny bit too huge... Since the bases are rather far apart and the middle seems redundant, you might consider rescaling it. But that might be too much effort. Aesthetically I love it. | ||
NinjaDuckBob
173 Posts
Also added a little more building space in the main as playing as Terran on the map I seemed to be short of space by a tiny bit. Widened the choke between the gold base area and the center bases slightly. Face in the middle looks a tiny bit more friendly. Do these changes fix the issues? Do any of them create issues? Is there more that needs to be changed? EDIT: Implemented the watchtower area change, pics are updated. How is it? | ||
JaredStarr
Canada115 Posts
On February 02 2015 09:19 Koektrommel wrote: Ooh, it's pretty. There's a few things I wonder about though. -What is the idea behind the destructible rocks + rock tower combination? If it's to close the ramp again after your opponent destroyed the rocks, wouldn't your opponent always just kill the tower first? Since the falling debris will damage the rocks, it won't even cost him any time. I personally don't see the point of the tower, but I might be missing something cool. It's nice to see experiments like that though. The rock towers at the natural plus the backdoor is pretty interesting actually. -If you spawn bottom right / top left, the third and fourth seem very hard to take and defend because the distances seem rather big. -There's a xel'naga tower to overlook the middle, but there doesn't really seem to be a large incentive to move your army there, as it's so wide open and not that much faster than the more attractive high ground route. -It's huge :O Maybe a tiny bit too huge... Since the bases are rather far apart and the middle seems redundant, you might consider rescaling it. But that might be too much effort. Aesthetically I love it. thx for the speedy response. I'll be taking the cooling tower in the main out. like you said, it's pretty redundant. It is preeeetty big. The original idea and version pushed everything out like that. The center of the map it unbuildable and I want to keep it that way, but with the high ground route existing (which I just added in the last edit) i'm going to have to re-work the center. I'm thinking of taking out those center facing bases (but i want to make them work so bad) and reworking that area to pull in that base and make the center more attractive/viable. I vote keep. I'd like to see this one developed with the middle idea made the focus of the map. | ||
[AULFL]Khala
12 Posts
Size: 168x144 Second map(and probably will be my first map to be released). Still working on it. Thoughts? | ||
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