Hey everyone, I'm a relatively new map designer who likes working on Melee maps. I've made a new one which I'd like feedback on called "Mining Camp". I started out wanting to make a map where getting a third base would be fairly straightforward. I ended up making a map which feels like a cross between scrap station and blistering sands:
Like Scrap Station, the starting positions are close by air but you have to go around to get to them by ground. The rush distance is shorter, though. The main base is protected by a small choke but it is not on a cliff. There are two natural expansions, both of which are protected by destructible debris.
I'd love feedback on the map, including the following:
Is the rush distance too short? It's only slightly longer than Steppes of War
Is the main base not being protected by a ramp really going to cause problems? The choke can be blocked by a single force field or terran building, so I'm hoping it is a good feature.
Do the two large natural expansions provide too much room/opportunity for cheese which can't be defended?
Are there obvious problems with imbalance? It's not a perfectly strict mirror, but I tried to keep pretty close. I know terran/zerg pretty well but I don't play protoss myself, so I'd especially like feedback from protoss players.
What do you think of the texturing/doodads/appearance?
Pretty good now that I can see it :) It seems to me that a mirror image makes a map better, but this doesn't seem to affect gameplay too much. Anyway, I would be sure to add a watchtower along the shorter path, other than that, the rush distance is fine. Personally, I would put the mains on the upper base in the back. The textures are fine, if you don't feel like putting much more effort into it, but I would do a little more variety. It's a really good start.
It's too hard to get into the main / natural (or third depending on how you look at it). The entrance to the main is fine, but if a player is going to have 3 bases that easily, getting into the third base shouldn't be blocked by such a narrow ramp. I'd say make the ramp slightly larger and put the rock at the ramp on the ramp close to the defending player's base instead. I'd also say open up the map a little bit (when I say a little bit I Mean like 1 or 2 squares wider over all).
If this advise isn't followed, it's a very anti zerg map. Having easily defended bases already makes it anti zerg (meaning good for T and P) and making narrow passages is also Anti Zerg (especially vs P). Having so many paths around the map is good, but the flank distances are so great that a z player will never be able to flank. Also the gold expansion should be more open as well.
It's also very easy for P and T to cut the zerg bases in half and assault each one after setting up a very easily dependable contain, which removes the possibly of a counter attack (which is the only reasonable thing for zerg to do when contained). This can be avoided by opening up the area between the thirds. (I'm calling the expansion in the center of the map on the highground the third). That middle, fastest attack path is what needs to be more open (not the center center, that's fine how it is, but directly outside where the main and third connect). The doodad located there also doesn't help that, but if it's opened up, that can stay.
Having the rush distances that close is fine, but again, that area needs to be fairly open so zerg can adequately defend. This map is similar to steps of war in rush distances (with a faster air rush distance) which means it's pretty hard for zerg. Having those areas so narrow makes it even more challenging for zerg than it already is.
Otherwise, everything is very straightforward and the map itself seems like a fairly typical map that should have good gameplay.
Rollback Post to RevisionRollBack
Starcraft2 mapping is an art. It is inspired by the soul and crafted from within and brought out, but not all artists have the skills to create it, which is why I need data/trigger editors. Come find me if you want to be part of something great.
To post a comment, please login or register a new account.
Hey everyone, I'm a relatively new map designer who likes working on Melee maps. I've made a new one which I'd like feedback on called "Mining Camp". I started out wanting to make a map where getting a third base would be fairly straightforward. I ended up making a map which feels like a cross between scrap station and blistering sands:
Like Scrap Station, the starting positions are close by air but you have to go around to get to them by ground. The rush distance is shorter, though. The main base is protected by a small choke but it is not on a cliff. There are two natural expansions, both of which are protected by destructible debris.
I'd love feedback on the map, including the following:
the picture doesn't load on my comp... sry.
Pretty good now that I can see it :) It seems to me that a mirror image makes a map better, but this doesn't seem to affect gameplay too much. Anyway, I would be sure to add a watchtower along the shorter path, other than that, the rush distance is fine. Personally, I would put the mains on the upper base in the back. The textures are fine, if you don't feel like putting much more effort into it, but I would do a little more variety. It's a really good start.
It's too hard to get into the main / natural (or third depending on how you look at it). The entrance to the main is fine, but if a player is going to have 3 bases that easily, getting into the third base shouldn't be blocked by such a narrow ramp. I'd say make the ramp slightly larger and put the rock at the ramp on the ramp close to the defending player's base instead. I'd also say open up the map a little bit (when I say a little bit I Mean like 1 or 2 squares wider over all).
If this advise isn't followed, it's a very anti zerg map. Having easily defended bases already makes it anti zerg (meaning good for T and P) and making narrow passages is also Anti Zerg (especially vs P). Having so many paths around the map is good, but the flank distances are so great that a z player will never be able to flank. Also the gold expansion should be more open as well.
It's also very easy for P and T to cut the zerg bases in half and assault each one after setting up a very easily dependable contain, which removes the possibly of a counter attack (which is the only reasonable thing for zerg to do when contained). This can be avoided by opening up the area between the thirds. (I'm calling the expansion in the center of the map on the highground the third). That middle, fastest attack path is what needs to be more open (not the center center, that's fine how it is, but directly outside where the main and third connect). The doodad located there also doesn't help that, but if it's opened up, that can stay.
Having the rush distances that close is fine, but again, that area needs to be fairly open so zerg can adequately defend. This map is similar to steps of war in rush distances (with a faster air rush distance) which means it's pretty hard for zerg. Having those areas so narrow makes it even more challenging for zerg than it already is.
Otherwise, everything is very straightforward and the map itself seems like a fairly typical map that should have good gameplay.