A couple days ago, I got inspired because I realized that I haven't seen any maps that actually had water covering a specific cliff level and allow players to build on it.
Although it's not really made to let you build on the low cliff level, it's actually the first melee map I finished with the SC2 editor AND it's partially flooded (hence its name). I should upload/share the latest update here but I'm just too lazy. It's been available on EU for months though, I'm still planning to share it in the US when I'll be in Canada... My other melee map (Rooftop Gardens) was made with the same idea of creating a unique atmosphere, this time by adding fog, mist and clouds to blur the vision and make the entire arena kind of "fantastical". My point being you should put a lot of efforts in creating a unique atmosphere in your maps as well, in the end I think that's what makes your map better than the average melee map (in addition to your sense of details and your knowledge of gameplay situations, to make a properly balanced map allowing any kind of strategy). Also, as Scorp just said, you need to have more than 1 access to any point of interest in your map (bases, xel'naga towers, battlefields, etc...).
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http://www.sc2mapster.com/maps/flooded-slums/
Although it's not really made to let you build on the low cliff level, it's actually the first melee map I finished with the SC2 editor AND it's partially flooded (hence its name). I should upload/share the latest update here but I'm just too lazy. It's been available on EU for months though, I'm still planning to share it in the US when I'll be in Canada... My other melee map (Rooftop Gardens) was made with the same idea of creating a unique atmosphere, this time by adding fog, mist and clouds to blur the vision and make the entire arena kind of "fantastical". My point being you should put a lot of efforts in creating a unique atmosphere in your maps as well, in the end I think that's what makes your map better than the average melee map (in addition to your sense of details and your knowledge of gameplay situations, to make a properly balanced map allowing any kind of strategy). Also, as Scorp just said, you need to have more than 1 access to any point of interest in your map (bases, xel'naga towers, battlefields, etc...).