Staredit Network > Forums > SC1 Melee Map Projects > Topic: Experiemental Melee Map
Experiemental Melee Map
Dec 17 2009, 3:49 am
By: Marine  

Dec 17 2009, 3:49 am Marine Post #1



Dec 17 2009, 3:59 am Excalibur Post #2

The sword and the faith

Extremely tight, tons of tank holes, tanks spots, and wasted space. Mains are too small. Bad expo layout, bad all around.

You went way too far experimentally and you don't have the ability to do it. If you don't try and re-standardize the map, its just going to be shit.

I'll save the image and make some markings but there isn't much we can do to save it.

SEN Global Moderator and Resident Zealot
The sword and the faith.

Sector 12
My stream, live PC building and tech discussion.

Dec 17 2009, 4:03 am Marine Post #3

Worth a shot anyway. Failure makes things better evenutally :P
Just wanted to see the product of this map.

Heh, at least this time you responded this time with quick feedback so I don't have to waste my own time with this. Not to mention everyone else's time.

Thanks :teehee:

EDIT: Wasn't expecting it to be the greatest map ever made anyway.


Dec 17 2009, 4:06 am Excalibur Post #4

The sword and the faith

Remove center bridge.
Enlarge mains.
Move nats out a bit since main is now larger.
Water all 4 corners, will maybe add islands later.
Move min onlys to high dirt places, thin high dirt places into C shape for expo to fit into.
Move near bridge expos to high dirt edge cliffs.
Remove side bridges and make a more open path.
Enlarge side expo ramps.

SEN Global Moderator and Resident Zealot
The sword and the faith.

Sector 12
My stream, live PC building and tech discussion.

Dec 17 2009, 4:38 am Marine Post #5

Here's what I did with your markings and what I did:

and here is the map without marks:

Did I do it right? Did that help? Make it worse? Better?


Dec 17 2009, 4:50 am Excalibur Post #6

The sword and the faith

Better, but the maps general structure/execution is just sloppy.

Execution is how your maps concept when drawn on paper compares to the finished product. You just don't have good execution right now, you need more practice. Try remaking the map. Most good maps have been remade two or three times. Earlier versions of Luna were just laughable.

Also your mineral lines are pretty bad in the mains. :P

SEN Global Moderator and Resident Zealot
The sword and the faith.

Sector 12
My stream, live PC building and tech discussion.

Dec 17 2009, 5:09 am Marine Post #7

Quote from Excalibur
Also your mineral lines are pretty bad in the mains. :P

I'm the god of RPG's, not melee. :><: I try my best at this. I'll try* and remake it but I don't know where to start.


Dec 17 2009, 6:02 am Decency Post #8

I think this would be really fun to play. I agree with some of what Ex said but I liked the first version better.

In general I think the biggest problem was the lack of open pushing areas but by enlarging the side ramps you alleviated that. Secondly, the Main and Natural mineral lines are going to get absolutely raped by Mutalisks, you need some way for Terran to put up turrets or get behind the line with Marines. Ditto ZvP, he'll trade cannon hits for probes all day.

Other than that, pretty damned interesting and unique. Nice concept.


Dec 17 2009, 6:51 am AngerIsAGift Post #9

Please be more aware of the effective use of Mutalisks in the Terran vs Zerg matchups.
I've been seeing mineral lines that are hugging cliffs on a lot of maps lately. Turrets need to be placed between the minerals and cliff edges to fend off harassment.
This is especially the case on ones where the main mineral lines face the opponent main. (This map is imbalanced for Zerg against Terran because of the short Mutalisk travel distance.)


Dec 17 2009, 8:40 pm Super Duper Post #10

Im not sure if you are doing what I am about to say, but I will throw it out there.

It takes a while to make a melee map. First, you need to think of a concept which could take a day or two. Then you haft to picture the base of the map and draw it on paper. If the base doesnt work, keep thinking. Once you begin construction on the map, make sure its balanced. Lastly, if you zoom at 33% in SCMDraft, look at your overall map and decide if it is trash or not, then that will really help. You might want to keep a notepad file of the things you are doing wrong that way when you begin a new map you can keep checking the Notepad file to see if any of the things you wrote down are in your map.

My fingers hurt :dontgetit:


Dec 17 2009, 9:31 pm Symmetry Post #11

Dungeon Master

Any race other than Z is pretty much doomed on this map. The extremely long main->main walking distance coupled with short flying distance means that mutalisks can easily go from harrassing the impossible to defend mineral line of your opponent's main to defending at their own main.

Maps like this existed in proleagues before, and they were all cut because it was impossible to field a Terran or Protoss on them.

Your concept is inherently flawed, and there's no real way to fix it without complete overhaul. I'd suggest moving on to a new concept/map.

:voy: :jaff: :voy: :jaff:

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