This is a melee map I made, designed for two players.
It features 10 expansions total, 2 of those are high yield, 2 other expansions are on islands. The naturals are designed to be easily defendable via a single small ramp, but a nearby cliff can be used for harassment. The cliff expansions themselves are close to the main bases, too, but the long walking distance encourages taking control of the middle.
I would really appreciate any feedback regarding layout, balance, textures and use of details. If you are testing this map, please make sure you see if you can drop units on the outer cliffs - I tried adding pathing blockers but I was still able to drop at some places (so I ended up spamming pathing blockers all along that cliff - would love an explanation on how this could be solved better). I'm also curious about the mineral and gas placement.
A note on expansions: It's hard to tell from the overview, but the third expansions directly next to the natural is actually quite a long walking distance, as I'm trying to encourage players to take control of the huge middle area, from where you can better defend the cliff and high yield expansion.
This was my first melee map, so I'm really looking forward on feedback, thanks!
This map is almost perfect! I wasn't able to jump down the cliff so, I think that's fixed. (I used the Custom Patcher, so I could play a comp, and it ran fine.) The only thing though is, I think the islands could be a little bit bigger. Just by a little bit. Not so much that you have to redo the map lol, but just a little bit bigger.
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Hey,
I'm lookin for feedback on this project: http://www.sc2mapster.com/maps/temple-garden/
This is a melee map I made, designed for two players.
It features 10 expansions total, 2 of those are high yield, 2 other expansions are on islands. The naturals are designed to be easily defendable via a single small ramp, but a nearby cliff can be used for harassment. The cliff expansions themselves are close to the main bases, too, but the long walking distance encourages taking control of the middle.
I would really appreciate any feedback regarding layout, balance, textures and use of details. If you are testing this map, please make sure you see if you can drop units on the outer cliffs - I tried adding pathing blockers but I was still able to drop at some places (so I ended up spamming pathing blockers all along that cliff - would love an explanation on how this could be solved better). I'm also curious about the mineral and gas placement.
A note on expansions: It's hard to tell from the overview, but the third expansions directly next to the natural is actually quite a long walking distance, as I'm trying to encourage players to take control of the huge middle area, from where you can better defend the cliff and high yield expansion.
This was my first melee map, so I'm really looking forward on feedback, thanks!
This map is almost perfect! I wasn't able to jump down the cliff so, I think that's fixed. (I used the Custom Patcher, so I could play a comp, and it ran fine.) The only thing though is, I think the islands could be a little bit bigger. Just by a little bit. Not so much that you have to redo the map lol, but just a little bit bigger.