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[M] SCA Melee Thread

Forum Index > StarCraft 2 Maps & Custom Games 1 2 All
 
 Broodie   Canada. February 22 2012 06:42. Posts 752
Profile Blog # 

vvvvvvvvvvvvvvvvvvvvvvv
Big Update #1 Released!
+ Show Spoiler +
^^^^^^^^^^^^^^^^^^^^^^^

Current SCA melee map pool count: 13 + Show Spoiler [date] +
Published on: North America
--------------------------------------------------------------------
+ Show Spoiler [Best release map] +
+ Show Spoiler [Best big update #1 map] +
--------------------------------------------------------------------

SCA Mapping users:
Broodie

In part with:
Timmay
+ Show Spoiler +

+ Show Spoiler [Want to use these maps in a tournament?] +

Disclaimer: These maps are now published on NA server. They are be available by searching SCA.
Note: Maps are not finalized, if you play on them please send your replays to SC2Casting@gmail.com so I can fully refine them!


Please leave your opinions!
Discuss what you like/dislike on whichever map
Please be specific (for easier understanding) I'm looking to keep refining these map until and after their official release.

Check back often for updates!



[image loading]
*Pictures updated*
Version: 0.2+ Show Spoiler +
Change log: + Show Spoiler +
+ Show Spoiler [Portfolio] +


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Version: 0.2+ Show Spoiler +
Change log: + Show Spoiler +
+ Show Spoiler [Portfolio] +


[image loading]
*Pictures updated*
Version: 0.2+ Show Spoiler +
Change log: + Show Spoiler +
+ Show Spoiler [Portfolio] +


[image loading]
*Pictures updated*
Version: 0.2+ Show Spoiler +
Change log: + Show Spoiler +
+ Show Spoiler [Portfolio] +


[image loading]
Version: 0.2+ Show Spoiler +
Change log: + Show Spoiler +
+ Show Spoiler [Portfolio] +


[image loading]
Version: 1.1+ Show Spoiler +
Change log: + Show Spoiler +
+ Show Spoiler [Portfolio] +


[image loading]
*Pictures updated*
Version: 0.2+ Show Spoiler +
Change log: + Show Spoiler +
+ Show Spoiler [Portfolio] +


[image loading]
*Pictures updated*
Version: 0.2+ Show Spoiler +
Change log: + Show Spoiler +
+ Show Spoiler [Portfolio] +


[image loading]
*Pictures updated*
Version: 1.2+ Show Spoiler +
Change log: + Show Spoiler +
+ Show Spoiler [Portfolio] +


[image loading]
*Pictures updated*
Version: 0.2+ Show Spoiler +
Change log: + Show Spoiler +
+ Show Spoiler [Portfolio] +


[image loading]
*Pictures updated*
Version: 0.1+ Show Spoiler +
Change log: + Show Spoiler +
+ Show Spoiler [Portfolio] +


[image loading]
*Pictures updated*
Version: 0.1+ Show Spoiler +
Change log: + Show Spoiler +
+ Show Spoiler [Portfolio] +


[image loading]
*Pictures updated*
Version: 0.1+ Show Spoiler +
Change log: + Show Spoiler +
+ Show Spoiler [Portfolio] +


[image loading]
+ Show Spoiler [Work in progress #1] +
Last edit: 2012-03-07 12:08:27
Part of team SCA - Want your Games/Tournaments Casted? check out my profile for more info!
Old Post

 
 The_Templar   United States. February 22 2012 06:51. Posts 4043
Profile Blog # 
+ Show Spoiler +This one has problems, such as the double-wide ramp into the main (makes PvP unbearable), 4 bases is incredibly easy to defend form 1 choke point, and the pathways are a bit narrow.
Most of the other ones are OK.
Edit: will keep editing comments.

+ Show Spoiler +The center is too cramped, the watchtowers don't really work (as they are pretty necessary imo), the golds are too close to the center making control of the center vital, and the natural is pretty hard to take.

+ Show Spoiler +
The main CC/Nexus/Hatch isn't seigable from the lowground, is it? Other than that this one is pretty cool.

+ Show Spoiler +
So, it's a cross between entombed and xel'naga caverns with an inbase nat? Seems interesting, not so sure about the center however.

Due to a warning message from the TL.net bot, I will not be able to post feedback on any other maps (with images) until I am able to find another way to copy/paste maps (something about bandwidth), so I'll just use map names.
Boiling Point: 8 bases, terrible layout due to incredibly close thirds to your opponent, and sick aesthetics.
Grave digger: A lot of unnecessary features, such as the natural ramp, make this map look sort of... bad, to put it bluntly. More small chokes than necessary.
Necrocephalic: What sort of name is that? The main ramp points away from the nat, making it hard to expand there with a wall (necessary for protoss FFE and terran NoGas (sort of)). There are 8 bases, making macro games very difficult. I honestly hope that those cliffs on the edges of the map are not pathable. Rush distances may be a bit short.
Peripheral Fringe: Assuming there are no close positions, this map is pretty awesome.
Warscalator: 5 easy bases defended by 2 ramps, 2 golds in the centers, both mean turtling, ESPECIALLY because the only path is through the center.
Happy mapping
Last edit: 2012-02-22 07:33:36
I am the 4% http://www.teamliquid.net/forum/viewpost.php?post_id=17208214 ||| Improvement of posts underway.
Old Post

 
 Team .SCA   United States. February 22 2012 07:00. Posts 274
Profile Blog # 
me gusta mucho!
AprilTerran.967 | General Manager | Team .SCA | www.teamsca.info | @dotSCA
Old Post

 
 Broodie   Canada. February 22 2012 07:43. Posts 752
Profile Blog # 
Thanks for the feedback, keep it coming lol

I'll address your comments per paragraph:

1. I agree about Caustic Reactor, The double wide ramp will most likely send the game into a 4gate challenge for PvP and I was thinking of adding 4x4 debris to the far side to eliminate this. There ARE two entrances to the mid ground sections of the map, main ramp being 5 across and a back door 2 across, but I'm definitely open to change this, but the changes will still be limiting due to siege lines, please suggest!. As for the narrow aspect I think the areas pan out decently, choking around the Xel'Naga and widening up before the Mid ground ramps, I'm open for suggestions here as well though.
Would you consider lowering the sight range of the Naga's or just straight up simplifying the center?

2. Acuter Canyon: You've addressed a few concerns I've had here as well, but they are easy fixes ^.^
Im going to consider removing the ability to destroy the watch towers and place them elsewhere ( as of now they currently block the gold.) As for the center I feel as if it should be choked considering the denial possibilities of the gold and how open the map is surrounding it, open for suggestions though. Do you think adding 4x4 rocks to the small backdoor ramp would be a good idea?

3. Secret Machine: No I made sure the main wasn't siegable, before hand it was, but I extended the main and pushed the minerals a bit closer to the nat, and thanks!

4. Xel'Naga Bastion: Check out the Change log haha, I'll be updating the pics for the map soon. In it's current state the Center resembles Antiga Shipyard now, instead of the poorly designed center in that image^

5. Boiling Point: I'll begin some rework asap lol and question: "Sick" in my vocab means awesome lol are we on the same page? and how would you feel about repositioning rocks and adding a backdoor nat?

6. Grave Digger: I agree about the ramp, will change and widen.

7. Necrocephalic <-- Basically means "Dead in the head" lol: I experienced this through testing as well (main ramp) and will play around with it tonight. surprisingly the tests my friends conducted ended up in some nice macro games but I'll see what I can do to further encourage this. And no the high ground cliff is only passable in one location (at the parallel high ground ramps) and it is a straight path.

8. I will work on adjusting alternate pathing.

Once again thanks a lot for the comments Templar they're helping a ton!
Last edit: 2012-02-22 08:03:38
Part of team SCA - Want your Games/Tournaments Casted? check out my profile for more info!
Old Post

 
 The_Templar   United States. February 22 2012 07:51. Posts 4043
Profile Blog # 

1. I agree about Caustic Reactor, The double wide ramp will most likely send the game into a 4gate challenge for PvP and I was thinking of adding 4x4 debris to the far side to eliminate this. There ARE two entrances to the mid ground sections of the map, main ramp being 5 across and a back door 2 across, but I'm definitely open to change this, but the changes will still be limiting due to siege lines, please suggest!. As for the narrow aspect I think the areas pan out decently, choking around the Xel'Naga and widening up before the Mid ground ramps, I'm open for suggestions here as well though.


I would move one of the mid-bases to low ground and make that area quite open (but not seigable from the other bases!)
Rocks on the main ramp to narrow it is probably the best idea. Also, the xel'naga watch towers are probably a bit too close together, either spread them out or have just 1.



2. Acuter Canyon: You've addressed a few concerns I've had here as well, but they are easy fixes ^.^
Im going to consider removing the ability to destroy the watch towers and place them elsewhere ( as of now they currently block the gold.) As for the center I feel as if it should be choked considering the denial possibilities of the gold and how open the map is surrounding it, open for suggestions though. Do you think adding 4x4 rocks to the small backdoor ramp would be a good idea?


I would personally just add rocks to the tiny ramp into the nat and remove the dot of high ground terrain in the center ^-^



3. Secret Machine: No I made sure the main wasn't siegable, before hand it was, but I extended the main and pushed the minerals a bit closer to the nat, and thanks!

3. Secret Machine: No I made sure the main wasn't siegable, before hand it was, but I extended the main and pushed the minerals a bit closer to the nat, and thanks!


Ok, then I have no problems with it.



4. Xel'Naga Bastion: Check out the Change log haha, I'll be updating the pics for the map soon. In it's current state the Center resembles Antiga Shipyard now, instead of the poorly designed center in that image^


Cool ^^
I like how the third/fourth is so similar to the nat/third of XNC, but the inbase nat makes it so much better.


+ Show Spoiler +
Sick means better than anything I have ever done in this case- and if you see my maps you'll know what I'm talking about- so you have awesome aesthetics compared to your relative mapmaking skill (which is quite good).
In addition to both changes you should also push the thirds back to make them easier to defend.



6. Grave Digger: I agree about the ramp, will change and widen.


Just make it more standard
(The ramp I mean)



7. Necrocephalic <-- Basically means "Dead in the head" lol: I experienced this through testing as well (main ramp) and will play around with it tonight. surprisingly the tests my friends conducted ended up in some nice macro games but I'll see what I can do to further encourage this. And no the high ground cliff is only passable in one location (at the parallel high ground ramps) and it is a straight path.


Hmm, macro games at what level? It seems to me that at a higher level of play (masters+) the game would result in huge amounts of agression, mostly on 1 base



8. I will work on adjusting alternate pathing.


You mean on the Warscalator map right? Cool!


Once again thanks a lot for the comments Templar they're helping a ton!

Np
Last edit: 2012-02-22 08:33:10
I am the 4% http://www.teamliquid.net/forum/viewpost.php?post_id=17208214 ||| Improvement of posts underway.
Old Post

 
 Team .SCA   United States. February 22 2012 12:33. Posts 274
Profile Blog # 
Don't be too quick to change yet, give it a week or so after their published so we can test them out personally!
AprilTerran.967 | General Manager | Team .SCA | www.teamsca.info | @dotSCA
Old Post

 
 Broodie   Canada. February 23 2012 01:31. Posts 752
Profile Blog # 
I wont change them all too much, some things TehTemplar pointed out could actually better balance and the overall designs themselves.

I'll only change obvious things and aesthetics for the time being + work on a tenth map to fill the pack lol
I'd like some more feedback from the cummunity before I go ahead and start changing big things ^.^

Part of team SCA - Want your Games/Tournaments Casted? check out my profile for more info!
Old Post

 
 AceChronic   Canada. February 23 2012 07:24. Posts 5
Profile # 
Wow, the aesthetics on this map are insane!
TehTemplar made some good points, I can't wait to play some test games on these soon!
Last edit: 2012-02-23 07:25:46
Old Post

 
 mesohawny   Canada. February 23 2012 10:48. Posts 193
Profile Blog # 
yeah seriously good asthetics on all these.

Secret Machine is the best one, makes for great games every time
love you long time
Old Post

 
 Broodie   Canada. February 23 2012 17:57. Posts 752
Profile Blog # 
Updated some maps, just basics for the time being but they do change some balance quite a bit.
Look for the "*Pictures updated*" underneath the maps intro to find out what maps have been updated (I'll remove the tag after a week or so of the data not being touched on TL)

Thank you Ace and Meso lol
I try pretty hard to get my textures right so I'm glad to hear you like it ^.^

Just wondering if anyone would enjoy a 3 player map added on the end of this release?
I haven't made one before so I think it would be a kool idea.

+ Show Spoiler [ :( ] +
Part of team SCA - Want your Games/Tournaments Casted? check out my profile for more info!
Old Post

 
 Brainiac_Br   Brazil. February 24 2012 02:15. Posts 14
Profile # 
Destructible XNT still make these maps tagged as [M]elee?

IMO that's not a good ideia =S
=D
Old Post

 
 mesohawny   Canada. February 24 2012 11:55. Posts 193
Profile Blog # 
i might like peripheral fringe the best right now, just so classic.

keep updating.. need more maps like peripheral fringe and secret machine

love you long time
Old Post

 
 Broodie   Canada. February 24 2012 15:29. Posts 752
Profile Blog # 
Added a new works in progress section to the bottom of the first post, I'm going to use that section for very rough map layouts to gather some opinions of their design before I proceed in textures/doodads etc.

All feedback is Greatly appreciated!

@ Brainiac_Br: I'm contemplating if the maps really need the destructible feature to them, I would like a few of them to retain the custom Naga's (Warscalator and Acuter Canyon) but if I need to take them out that'll be no prob ^.^

And yes the maps are still considered Melee if data is changed. Triggers effect the description.
Valid concerns though

@ Mesohawny: Thanks a lot dude, It's kindof funny how the simplest designs are always noticed a more-so than super detailed, glad your like them!
Part of team SCA - Want your Games/Tournaments Casted? check out my profile for more info!
Old Post

 
 ihasaKAROT   Netherlands. February 24 2012 19:32. Posts 3393
Profile Blog # 
Can you please use the TL uploader for the images? It works fine and your post right now is loading slower then I can eat the entire McDonals assortment
KCCO!
Old Post

 
 Rampskalle   Sweden. February 25 2012 03:22. Posts 1
Profile # 
Acuter Canyon looks beastly! Overall most visually impressive maps i've seen in awhile, looking forward to the next map jumping out of your workshop.
You know what i like the most?
Old Post

 
 Broodie   Canada. February 26 2012 13:31. Posts 752
Profile Blog # 
Moonlit Sonata added to the map pool.

@KAROT: Does TL's Imgur have a bandwidth cap?
I bought an account on photobucket for releasing these >.<

@Rampskalle: Thanks dude, look no further I just added one ^.^

I'd still love to hear some feedback from the community, I want to have my maps balanced out very well before I go public with them.

Thanks!
Part of team SCA - Want your Games/Tournaments Casted? check out my profile for more info!
Old Post

 
 AceChronic   Canada. February 26 2012 13:50. Posts 5
Profile # 
Hopefully the community gets in here and throws some feedback down, these maps are beautiful and need to be appreciated!
Especially love the newest addition...
Where did you get the sick Ice palette? Looks like those campaign missions from HotS!
Old Post

  Barrin   United States. February 26 2012 23:08. Posts 4206Profile Blog # 
@Warscalater
What is the rush distance on this map? I feel like it's extra short, would prefer 100+ from analyzer
Right now the golds at are 4.5 and 10.5 o'clock, would prefer at 3 and 9
Other than that I rather like it.. maybe you could increase rush distance without changing anything else. Also maybe put some attention on the main ramp -> natural CC connection (for that type of walloff)

@Peripheral Fringe
Meh, yet another 12b 4p mirror. Far above-par though.

@Acuter Canyon
Heeble bojeebles that natural is very open/vulnerable. The 3rd and 4th are pretty open too. Given the long rush distance this feels like it's starting to add up to zerg imbalance (I rarely call imba). The high concentration of bases on the sides makes up for a medium (relatively high) concentration of bases between the sides (counteracting most circle syndrome, its fine).
Would prefer a much higher % of pathable area, but I know how it goes. I would like to see how this one plays out.

@Necropheliac
rofl whats up with you and non-standard (impossible) main ramp <-> natural CC connections and very open naturals ^^
Again I would change this (far too vulnerable imo), but the rest of the map looks good (YES 8-base map without severely short rush distance and no circle syndrome!!!).

@Secret Machine
I really like what you did here for 16b 4p rotational (note: it is relatively subtle).
I can't help but feel like I want a smaller version of it though like 164x164 :X

@Grave Digger
No ramp at main kills it by itself (broken PvP), but the high circle syndrome is the nail in the coffin. Going down the list the other maps put this one to shame.

@Caustic Reactor
Not a fan of a lack of flow from each "corner" (4-base) of the map into adjacents (tiny middle). Even Terminus had bases in the middle, and this is even worse than Antiga Shipyard. See Secret Machine for interesting 4p rotational map control / army positioning.

@Boiling Point
Seen this concept before multiple times, never liked it still don't :x

@Xel'Naga Bastion
Quite nice ^^ Deserves more detail <3

@Moonlit Sonata
<3 white and blue ^^, maybe a little too bright? :X
It's nothing special but this map should play out fine. Give zergs some overlord scouting pods in the center in places?




Do feel free to make a thread for each of these maps btw :D

I think you have a lot of potential. Some of these maps are already very good. My advice in general to you is to spend more time on each map ^^

Last edit: 2012-02-27 00:14:34
"It is dangerous to be right in matters where established men are wrong." -Voltaire
Old Post

 
 Broodie   Canada. February 27 2012 09:45. Posts 752
Profile Blog # 
I've compiled a large list of what people like/dislike and suggest about my maps, and tonight + Show Spoiler + I'll begin the rehashing and refining process.

Check back tomorrow, and Tuesday for updates in pictures and the change logs of each map!

I've also added a poll for favorite maps at the top of the first post^ if you've got a second it will help me determine which maps to have a stronger emphasis on during editing and play testing.

Maps should be available to play on Wednesday.

@AceChronic: Thank you haha, the ice palette is actually built into the game itself but initially hidden, and the doodads are changed through a bit of data work.

@Barrin: Thanks for the feedback! It wouldn't be a problem to make specific threads for the maps? I made this one thread to eliminate forum clutter.

Perhaps in a months time or something, I'll begin making individual map threads, once balancing is achieved^^

Thanks everyone I'm still open to feedback/opinions/suggestions. Continuing support will help me make these maps better^^^^

I'll download the program for map analysis when I get my internet back up this week and post the pictures in this thread^

Part of team SCA - Want your Games/Tournaments Casted? check out my profile for more info!
Old Post

 
 Broodie   Canada. February 29 2012 12:07. Posts 752
Profile Blog # 
Maps are now published on NA server^
Read disclaimer in OP!
+ Show Spoiler +

I'm looking to have a large list of issues/suggestions from these maps, anything goes so please leave your criticism!

GLHF
And thank you to those who help me test, it means a lot!
Part of team SCA - Want your Games/Tournaments Casted? check out my profile for more info!
Old Post

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