Thx for your feedback! :-)
+ Show Spoiler +
Need help deciding on a name. I'm up for suggestions, also looking for some constructive criticism.
[image loading]
[image loading]
Maybe something with "White"+"..." or "Clear"+"..."
Forum Index > SC2 Maps & Custom Games |
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin | ||
WELPAX
Switzerland21 Posts
April 27 2015 18:40 GMT
#3441
Thx for your feedback! :-) + Show Spoiler + Need help deciding on a name. I'm up for suggestions, also looking for some constructive criticism. [image loading] Maybe something with "White"+"..." or "Clear"+"..." | ||
NinjaDuckBob
173 Posts
April 28 2015 01:20 GMT
#3442
Hmmm reminds me of maybe some sort of compound, or base, or outlook. "Eye of [something/somewhere]" maybe, actually reminds my of the SC1 Overmind portrait except different colors of course. Deadeye maybe? Middle and backdoors could make for some interesting positional play. How Blinkable are the main Mineral lines and can Tanks and Colossi attack it from outside the main? Could be some defense distance issues there between the natural and main Mineral line (particularly in the Tank/Colossus case). Seems like it would be quite difficult to hold a 3rd, it seems kind of far away and is only accessible by chokes. The other nearest bases to the main are either far away or don't provide enough income for the risk (middle bases). Main bases seem kind of small. Just some ideas: -- Expand the main toward the natural, and move the natural closer to the 3rd. Do it in such a way where you can fit the main mineral line to where it's on the other side of the main base than it's on currently. -- Maybe widen the ramp to the 3rd and maybe then put rocks on it. -- Take out one of the rocks on the backdoor area adjacent to the main to make one of those expansions a little more accessible. -- Make the half-bases half-golds. Still exposed, but takes less to saturate and provides a little more income, while being a good investment for a shorter amount of time rather than a meh investment needed to be held over a longer amount of time to be worth it. | ||
Rukis
United States252 Posts
April 28 2015 08:49 GMT
#3443
There are 2 types of this map. Published to all regions. One has gold bases in the middle and the other does not! Read completely to the bottom please! Map Info: + Show Spoiler + Large: P 172 x 165 F 184 x 176 16 full bases 4 Half gold bases Description: + Show Spoiler + This area of the world had once been full of cliffs. And now is an outpost in a sea of sand. Initially dominions have tried building a central zone in nature's phenomenon. However soon after they found themself faced with deadly creatures, leaving this natural enviromental phenomenon for good. Map Images: + Show Spoiler + Update: Map is cross spawn. I expended the main towards the natural and move the natural towards the third. Placed high cliffs between the thirds ramp and the natural, took out the bridge between the third and natural. - Also note that I did this because with one of the debris gone taking the third is not as easy as turtling on most maps because the third has 2 entrances and so does the main (with the debris cleared). Removed the destructible debris from the mains ramp. - I decided instead of removing one the debris to a base would rather leave it up to player choice to which one he wanted. I created 2 versions of this map one with and one without gold half bases in the middle. - My thoughts were that the middle would be late game bases that would be taken. However with half gold bases I felt player would try to get greedy. So I am testing both maps at this point. Tanks are now not able to hit mineral line. However near the cooling tower if placed correctly can target a building behind the mineral lines (can still not hit the mineral line). -I dont think this is overpowered at all reason being is you have 2 options defend or go on the offensive. Please send your replays to Iccuponly@gmail.com if you do end up playing this map. I would like to see what I can fix/change if it becomes a problem later. A long post and so I give my thanks to those who read it! Remember there are two versions of this map! | ||
Rukis
United States252 Posts
April 28 2015 08:51 GMT
#3444
On April 28 2015 10:20 NinjaDuckBob wrote: @Rukus: + Show Spoiler + Hmmm reminds me of maybe some sort of compound, or base, or outlook. "Eye of [something/somewhere]" maybe, actually reminds my of the SC1 Overmind portrait except different colors of course. Deadeye maybe? Middle and backdoors could make for some interesting positional play. How Blinkable are the main Mineral lines and can Tanks and Colossi attack it from outside the main? Could be some defense distance issues there between the natural and main Mineral line (particularly in the Tank/Colossus case). Seems like it would be quite difficult to hold a 3rd, it seems kind of far away and is only accessible by chokes. The other nearest bases to the main are either far away or don't provide enough income for the risk (middle bases). Main bases seem kind of small. Just some ideas: -- Expand the main toward the natural, and move the natural closer to the 3rd. Do it in such a way where you can fit the main mineral line to where it's on the other side of the main base than it's on currently. -- Maybe widen the ramp to the 3rd and maybe then put rocks on it. -- Take out one of the rocks on the backdoor area adjacent to the main to make one of those expansions a little more accessible. -- Make the half-bases half-golds. Still exposed, but takes less to saturate and provides a little more income, while being a good investment for a shorter amount of time rather than a meh investment needed to be held over a longer amount of time to be worth it. I definitely took what you said into consideration. I did like the names however I felt that the name was missing something important like it was in the middle of a desert. So with how the map was shaped I figured it looked more like a phenomenon in the middle of a desert. | ||
Fatam
1986 Posts
April 28 2015 19:56 GMT
#3445
Thoughts on layout or the legibility of aesthetics? I think they look fairly good and easy enough to see what's going on up close + Show Spoiler +, but the overview is maybe not so clear. Layout is pretty simple other than the XNT in the middle guarded by rocks from either side which is a little unusual. | ||
Rukis
United States252 Posts
April 29 2015 04:41 GMT
#3446
On April 29 2015 04:56 Fatam wrote: + Show Spoiler + Thoughts on layout or the legibility of aesthetics? I think they look fairly good and easy enough to see what's going on up close + Show Spoiler +, but the overview is maybe not so clear. Layout is pretty simple other than the XNT in the middle guarded by rocks from either side which is a little unusual. I think instead of the third being on a high ground make it in a low ground concave, with 2 openings one covered by rocks. Personally dont like the XNT or at least where it is, the middle ground is in an akward postion maybe just make it more open or make it into a low ground path. - Usually my style to focus on the middle/middle bases Edit: You could also keep the high cliff covering the mineral line if you feel the base would be too exposed to cliff attacks ( so the players would need an air unit to see of the high cliffs as they walk by it or to through the ramp entrance via by destroying rock or the open ramp. | ||
Fatam
1986 Posts
May 04 2015 23:56 GMT
#3447
Latest. Clarified the textures a bit, I think it's easier to read although the aesthetics are still very WIP. Changed the highground 3rds and completely redid the middle. Map might be too chokey now, still working on ideas. I wanted to make the middle base viable and thought it would be pretty tough to hold w/out that choke there. But maybe I can open it up in other places or ditch the base. | ||
eTcetRa
Australia822 Posts
May 07 2015 15:46 GMT
#3448
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Fatam
1986 Posts
May 08 2015 01:10 GMT
#3449
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Rukis
United States252 Posts
May 08 2015 03:42 GMT
#3450
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Pasketi
Finland16 Posts
May 12 2015 10:22 GMT
#3451
The idea was to take a small map and make it a little more macro-oriented. Xelnaga in the middle would give vision to both golden bases, but i.e. Siege tanks wouldn't be able to shoot the mineral line. There are rocks on both sides of Xelnaga. The bases would have a pocket expansion and a natural with a wide ramp. Possible fourth and fifth expansions would be difficult to secure, but going to 2 and 3 bases would be fast and efficient. At the same time, while the map is short, main bases will be prone to cheeses, but rocks on the Xelnaga slow early game strategies down marginally. Later on in the game mid will become a conflict zone. Some points I have gotten from the first people I have shown this picture: - While being easy to take 2 or 3 bases, zerg might have difficulties in holding terran and protoss 3 base plays while trying to expand further in the map. - Proxy stargate / starport is a threat from the expansion near pocket expansions - If Xelnaga is on high ground, siege tanks will become a huge problem. If Xelnaga was lowered, it would be easier to engage siege tanks. I'd like to hear some feedback from everyone, who has an opinion. If you have questions, ask away. EDIT: I managed to build the map. 1v1 Name: Isle Lumbrero (or Lumbrero Isle in europe?) Published on: Europe, America Playable bounds: 124x124 Overview: | ||
Fatam
1986 Posts
May 12 2015 21:19 GMT
#3452
Angled - + Show Spoiler + Edit of an older map, aesthetics probably still need a bit of a facelift once I nail down the layout 100%. Ambiguous expansion patterns per my usual | ||
Rukis
United States252 Posts
May 12 2015 22:53 GMT
#3453
On May 12 2015 19:22 Pasketi wrote: + Show Spoiler + Hello there! I've played SC2 for 'bout a year now and would like to learn to create maps. Since I don't have access to SC2 editor in a couple of hours, I decided to sketch an idea of a map on to paint. The idea was to take a small map and make it a little more macro-oriented. Xelnaga in the middle would give vision to both golden bases, but i.e. Siege tanks wouldn't be able to shoot the mineral line. There are rocks on both sides of Xelnaga. The bases would have a pocket expansion and a natural with a wide ramp. Possible fourth and fifth expansions would be difficult to secure, but going to 2 and 3 bases would be fast and efficient. At the same time, while the map is short, main bases will be prone to cheeses, but rocks on the Xelnaga slow early game strategies down marginally. Later on in the game mid will become a conflict zone. Some points I have gotten from the first people I have shown this picture: - While being easy to take 2 or 3 bases, zerg might have difficulties in holding terran and protoss 3 base plays while trying to expand further in the map. - Proxy stargate / starport is a threat from the expansion near pocket expansions - If Xelnaga is on high ground, siege tanks will become a huge problem. If Xelnaga was lowered, it would be easier to engage siege tanks. I'd like to hear some feedback from everyone, who has an opinion. If you have questions, ask away. EDIT: I managed to build the map. 1v1 Name: Isle Lumbrero (or Lumbrero Isle in europe?) Published on: Europe, America Playable bounds: 124x124 Overview: You need to Increase the size of everything a good rule of thumb is to use a hatchery. The main should not have creep reaching the edges (except if you are going for minerals being close to the edge) There should also be enough aread to throw down a lot of tech/buildings. Heres a link to help you on what else you should do http://us.battle.net/sc2/en/forum/topic/5967956949 it takes a while to build a good map making foundation. So I suggest loading up other makes and look at how the build the terrain (not the aesthetics). | ||
EatThePath
United States3943 Posts
May 13 2015 01:27 GMT
#3454
@Fatam: I really like the pocket forward 3rds. Inc picture with redesign thoughts on the corners. | ||
Rukis
United States252 Posts
May 13 2015 12:06 GMT
#3455
(Simple name I guess just something to call this) Overview Map images + Show Spoiler + Could definitely use some help via aesthetics, other than that I think base set ups are standard in a sense. map is 166 x 152 playable. 12 normal 2 high yield bases PM if you wouldn't mind helping. Need some thoughts on improvements. | ||
Pasketi
Finland16 Posts
May 13 2015 15:47 GMT
#3456
Here's the map now: 1v1 Name: Isle Lumbrero Published on: Europe, America Playable area: 124x124 Overview: Analyze: EDIT: Your flood control has a hole in it. PM me for more info. | ||
EatThePath
United States3943 Posts
May 13 2015 16:31 GMT
#3457
@Pasketi: That's starting to look much better. One problem you still have (for most critics) is that there are 3 bases behind one chokepoint. I recommend making the map a little bigger so various parts aren't so cramped and resource dense. Here's a picture with my thoughts: @Fatam: The tower area seems kind of contrived but I like the idea of it. I reformulated it so it's more of a route choice and not just a snaggly area. It also serves as more of an aggressive option now than a "camp the 4th + 5th" checkbox although it's still good defensively of course. In order to make room for the peninsula I pushed the other 3rd closer. Doesn't have the Yeonsu run-around anymore but still has a cliffable spot. Nudged a few things around to make room / adjust proportions in these areas. Just some thoughts, take them as a brainstorm. One thing I like is that the tower forces attacker to use the "secret hallway" to avoid it, which is kind of cool. Looking at that highground base, it'd be nice to differentiate it by making it somewhat cramped and therefore not great for a 200/200 army to sit and defend the ramps (I took some space away and gave it to the lowground). Like, it's a good defensive spot but not when under siege from all sides, requiring defender to be more active. Noticed the mains are a bit small. You might want to push the nat further towards 3/9 to eek out a bit more yardage by the ramp and also fill in the map corners? idk | ||
Fatam
1986 Posts
May 13 2015 17:42 GMT
#3458
On May 14 2015 01:31 EatThePath wrote: @Fatam: The tower area seems kind of contrived but I like the idea of it. I reformulated it so it's more of a route choice and not just a snaggly area. It also serves as more of an aggressive option now than a "camp the 4th + 5th" checkbox although it's still good defensively of course. In order to make room for the peninsula I pushed the other 3rd closer. Doesn't have the Yeonsu run-around anymore but still has a cliffable spot. Nudged a few things around to make room / adjust proportions in these areas. Just some thoughts, take them as a brainstorm. Changes seem pretty interesting, some are almost certainly improvements. Definitely going to play around with some of them. One thing I like is that the tower forces attacker to use the "secret hallway" to avoid it, which is kind of cool. That was definitely the intention. I think the way you remade the 6 oclock base w/ that ramp probably makes it a little more likely that people will use the back hallway so I'll probably try that change. Looking at that highground base, it'd be nice to differentiate it by making it somewhat cramped and therefore not great for a 200/200 army to sit and defend the ramps (I took some space away and gave it to the lowground). Like, it's a good defensive spot but not when under siege from all sides, requiring defender to be more active. That could be interesting, especially if the highground bases were shrunk away from the edges of the map a bit, widening that back passage and really encouraging its use even more. Noticed the mains are a bit small. You might want to push the nat further towards 3/9 to eek out a bit more yardage by the ramp and also fill in the map corners? idk I think they are deceptively small because of how the mineral line is kind of in the middle of the main. If you slammed them against an edge the main would look a ton bigger. I can probably just move them a couple squares towards the bottom/top edge of the map without ruining the main2nat, and then fill out the corners with land. | ||
Pasketi
Finland16 Posts
May 13 2015 18:19 GMT
#3459
@EatThePath I implemented the improvements to the map and published the new version. 1v1 Name: Isle Lumbrero Published on: EU, America Playable area: 138x124 Overview: Analytics: | ||
EatThePath
United States3943 Posts
May 13 2015 19:18 GMT
#3460
One last thing, I think there should be a reaper jump into the main at the cliff area you just adjusted. | ||
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