Without using nasty tricks rig terran is pretty easy. Just place a low number of resources in some islands and place the start locations there. The other races will have to waste a big quantity of resources to escape from the island, and if they dont escape fast they'll run out of resources in its own island haha
To rig zerg, I guess that put the start locations togheter is good trick
Terran or protoss will have to go away to build. Protoss will mostly die.
I dont really know how to rig protoss without any special trick
Why would you wnat to rig a melee map?
Because it's a challenge. Just to see if you can. If anyone can think of a good way to rig with protoss I'll give them 100 minerals.
But yeah, it's pretty pointless.
QUOTE(http://www.staredit.net/index.php?showtopic=10191)
Protoss Balance
Protoss players more than anything need room to flank, or PvT becomes problematic. I think map-makers need to look and test where the action on a map really occurs and see if there is enough room to micro an army with flanks there. A big center area is great but if the flow of the map actually has most of the fighting in narrow valleys or ledges then it's no use.
"If protoss is too close to zerg, it is a disadvantage to zerg. if zerg is too far from protoss, it is an advantage for zerg. (early game)" - Stimey
gg k thx
DAMN, lol legacy i was just about to say that toss need open space it makes playing with them much easier.
Rig with toss-
- Make no gas, but extreme amounts of minerals. Zealots can take out any zerg easily, but depot walls will prove a problem. So PvZ yes. And cannons destroy either rines or lings, so offensive cannoning would eventually win out, so allow easily placed pylons/cannons in all bases and paths between bases.
- Stack minerals and leave a 1v1 spot right next to the probable mining place that is blocked by a doodad. Thus the player could reaver drop and still shoot the miners arounds the doodad, but the player could not easily block this spot because of its inaccessability through the doodad.
- Same type thing with high templar float (Does this still work?), who could then storm. This requires a bit more customized terrain though.
On another note, an easy rig for terran that suprisingly no one has noticed is to put gas on a cliff top, and not on ground level. Then the others can't even get to it in the first place. For that matter, don't put any minerals or gas on ground level. The terran player can lift to the cliff and then build his 1 SCV and gain more and more while the other players are helpless. Or to make it so that 2 minutes elapses before they realize they are cheated, give like 161 minerals in each pile.
The reaver drop spot sounds good but it can be countered with some foresight (block the drop spot), not to mention a siege tank could use the spot just as easily. Tactical skills can compensate for open areas. HT floating doesn't work anymore (I think). Only the minerals seem to give any real protoss advantage.
Come on, you there's gotta be a better way. I'm trying to think of something with shield batteries or stasis.
QUOTE(Tuxedo Templar @ Feb 25 2005, 04:33 PM)
The reaver drop spot sounds good but it can be countered with some foresight (block the drop spot), not to mention a siege tank could use the spot just as easily. Tactical skills can compensate for open areas. HT floating doesn't work anymore (I think). Only the minerals seem to give any real protoss advantage.
Come on, you there's gotta be a better way. I'm trying to think of something with shield batteries or stasis.
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Actually, you still can float dt's and high templars - it's just SO much harder to do now then it is to float a drone (and yes, you still can float a drone). However, I have had more succes at getting dt's to be acting gay (as in f---ing each other) then floating them (during FFA games).
Hmm. Well the minerals is a rig so send me my money.
Anyway I think that a player could get Reaver/Shuttle before a terran could get up to a starport with a control tower required to build a dropship. Thus they wouldnt be able to block the spot.
To rig for Protoss:
- You could place p12 units/heroes on the map (it'd be funny if you put a p12 drone or scv on the map to MC). The effect can be exaggerated by placing dark archons for p12 as well, giving a chain reaction effect.
- You could place p12 powerups using this
glitch.
- Wall each player in with p12 Protoss buildings, such that only probes can walk between them. (I'm not exactly sure if drones or scvs can walk between two gateways side by side; I don't think they can)
- You could restrict the starting gas for each player to say, 200 in the geyser, such that no-one can get transports faster than Protoss, then have gas expansions on islands. To stop terran from landing CC's, place mineral patches with only 8 minerals on the islands.
- You could start the players on low ground, with high ground that can't easily be accessed by that player, but easily accessible to the other player. Then rig it such that cannons can attack their town hall, but marines cannot, nor can they attack workers. Then a Protoss cannon rush would win very quickly.
Hey it's my first post!
QUOTE(FaZ- @ Feb 25 2005, 03:29 PM)
Rig with toss-
- Make no gas, but extreme amounts of minerals. Zealots can take out any zerg easily, but depot walls will prove a problem. So PvZ yes. And cannons destroy either rines or lings, so offensive cannoning would eventually win out, so allow easily placed pylons/cannons in all bases and paths between bases.
- Stack minerals and leave a 1v1 spot right next to the probable mining place that is blocked by a doodad. Thus the player could reaver drop and still shoot the miners arounds the doodad, but the player could not easily block this spot because of its inaccessability through the doodad.
- Same type thing with high templar float (Does this still work?), who could then storm. This requires a bit more customized terrain though.
On another note, an easy rig for terran that suprisingly no one has noticed is to put gas on a cliff top, and not on ground level. Then the others can't even get to it in the first place. For that matter, don't put any minerals or gas on ground level. The terran player can lift to the cliff and then build his 1 SCV and gain more and more while the other players are helpless. Or to make it so that 2 minutes elapses before they realize they are cheated, give like 161 minerals in each pile.
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refer to one of my earlier posts i had already said thar for terran
QUOTE(Peazel @ Feb 22 2005, 06:58 PM)
Yes you can, you can untick it ........make sure you untick all of the forces random start locations. There you have it, ive done it before and ive played on the map over melee
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you probably just got lucky and happend to start there.
edit: also, just to let you know my original post was refering to the fact that yiu could rig a melee game for protoss with player 12 units. like hyperion...
yea we did sort of get off topic lets get back on track
Easy. I personally thought Muhan maps, were unbalanced (rigged or what you call it) for protoss..
I mean, come on, with that much resources, you can pull off basically mass anything.
guys i just made a map, i placed a bunch of heros for p12 and they dont show up, only minerals, vespene and critters show up on melee.
Ooo, I thought of a way. Using the crashing sprite idea from above to block air (and thus overlords/liftoffs), you could make the terrain allow only X amount of space for buildings. Protoss pylons take up 2 tiles less than terran supply depots, and thus in a long game a protoss player could be able to get more room for supply buildings than a terran player would, if designed correctly.
Yeah, I think that's about the only way. That and extra minerals.
I'm a protoss player so umm what I should think rigging protoss, ah mind control is 0 mana, dark archon is free, and powerful HP and shield and unstoppable
QUOTE(Yenku @ Mar 3 2005, 07:38 AM)
guys i just made a map, i placed a bunch of heros for p12 and they dont show up, only minerals, vespene and critters show up on melee.
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Thank you for finally testing out my question yenku.
Krazy.... note the melee map forum...
I was asked to close this thread by some members. In general I am against censorship of any kind. I absolutely hate it so you will not see me closing or censoring people if they remain civil.
This is a SEN forum so although you may not see me censoring or locking you are still expected to follow SEN forum rules, and if another forum moderator is particularly bothered because you broke a rule your thread might get locked.
Rigging maps, with the objective to cheat, is in almost every occasion the lamest thing you can do in a melee map. I say "almost" because I do support those maps that are rigged to catch map hackers. It goes without saying I am against the endless and pointless rigging of maps. However I will not close the thread for several reasons.
Knowledge in general can not be suppressed for long so its pointless to try. Knowledge can only help map makers, even if it is just to make people aware of all the different ways one can rig a map. The thread will be read but no decent map maker will rig a good melee map or will create a rigged map - so the thread should not bother anyone here.
Melee Map making is a "reputation" thing - only if you develop a good reputation will people consider and play your maps in pro-gaming. One rigged map under your name and there goes your reputation. Just starting such threads in the manner it was phrased can not help you reputation as a melee map maker in anyway - so its like shooting your own foot, and I certainly will not stop people from shooting their own feet. I rather enjoy seeing them hop after.
entropy, were just pushing map making to the limits, besides, no one here is actually going to rig a map like that, we all know its pointless, were are having a civil conversation and not doing anything wrong.
krazy drunkin king dude, you cant modify that kind of stuff in a melee game, its all put back to normal.
hmm, that would be kinda cool having very well hidden player12 units on a melee map to mind control... preferably though just for fun and nothing that would totally unbalance the map.
thats the thing, its not just for fun if you place heros, the fenix units are so strong, if the player just build a few dark archons, the game is won. Heros are so strong.
P12 heroes on the map = instant map death. No one would play it...
It might be interesting to have P12 hallucinations... can units in a melee map be set to Hallucinated at the start? That would make an interesting "No Rush" map...
actually voyager, old money maps used to have a mineral barrier at the entrance of bases to keep a no rush rule, they made them hallucinated minerals, actually it was a brilliant idea, because minerals can stay on the map, and so they are the only hallucination that would stay still. of course this could be done on any map, not just money maps. does anybody remember the first money map? it was called [SD] Money map, it said SD in the middle
So have we yet established whether or not P12 hero units can remain active in a melee game yet? One person says that this did not work for them, but everyone else seems to be talking as though it is still possible to do such a thing.