Staredit Network

Staredit Network -> Melee Chat -> No rush maps
Report, edit, etc...Posted by chuiu on 2005-04-01 at 12:31:05
Yes it is. How many of you people actually play melee seriously? You really shouldn't post if you don't.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-04-01 at 15:20:20
All races can use peons to force themselves through a mineral line... so all races could expo.


However, why not just make an island map? They don't have to be bad for zerg... look at Dream of Balhae.

user posted image

ADDITION:
Also, look at Coulee.

user posted image
Report, edit, etc...Posted by MapUnprotector on 2005-04-01 at 16:05:23
Island maps don't eliminate "rushes" you could rush to air as fast as possible before the other player and it would be a "rush". Also forcing peons to jump over minerals isn't really a good way to play melee, its really an "unprofessional" tactic developed in UMS maps, which I don't think should be used in melee.

I also agree with what chu said. Like the posts in how to rig a melee map, you wouldn't really care about the good of melee, if you want to rig it.
Report, edit, etc...Posted by Fastzerg on 2005-04-01 at 17:31:32
Just Make Minerals With ... Minerals(Do Not Hallucinate Them)
...=Number

(I Do Not Make Melee Maps)
I Saw This In Much Maps wink.gif
Report, edit, etc...Posted by Red2Blue on 2005-04-01 at 17:42:56
I never wanted to break the system or the perfect balance of melee. I myself enjoy melee games here and there.

I only stated that map idea because people were posting posts like:

QUOTE
It isn't possible to make a anti-rush map. If you make islands, people will rush air units. If you make enclosed bases, people will rush air units. Rushing is part of the game whether you like it or not.


I was just trying to prove that not everything is impossible.
In this case, it IS possible to create an anti-rush map.


Okay? I don't want to break Melee, I want to prove a point...
Report, edit, etc...Posted by Yenku on 2005-04-01 at 19:28:11
Thank you red2blue.

Devilesk, we are pointing out that you can prevent rushes. Not much vespene at main and blocked entrance with minerals. That simple.
Report, edit, etc...Posted by chuiu on 2005-04-01 at 22:05:26
Of course you can, but there shouldn't be a need for it. Players should train themselves with anti-rush techniques and be good enough to fight off all possible rushes.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-04-02 at 00:44:18
QUOTE(devilesk @ Apr 1 2005, 04:05 PM)
Island maps don't eliminate "rushes" you could rush to air as fast as possible before the other player and it would be a "rush". Also forcing peons to jump over minerals isn't really a good way to play  melee, its really an "unprofessional" tactic developed in UMS maps, which I don't think should be used in melee.

I also agree with what chu said. Like the posts in how to rig a melee map, you wouldn't really care about the good of melee, if you want to rig it.
[right][snapback]177971[/snapback][/right]


Do you have any other arbitrary techniques besides the drone drill that are unproffesional?
Report, edit, etc...Posted by MapUnprotector on 2005-04-02 at 01:23:54
yea sure there are many ways to exploit the glitches in SC that may be "unproffesional" or a better word that some people use, bm.

The point of my original post was to say, why should you have to take time to jump the peons in the first place?

Also from earlier when I said you can't prevent rushes was because, if you do things such as blocked minerals at the end then you could still "rush" but it would take longer. It wouldnt be a rush in the way we would know it, but as long as you are going as fast as possible it could be a rush.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-04-02 at 02:46:10
QUOTE(devilesk @ Apr 2 2005, 01:23 AM)
yea sure there are many ways to exploit the glitches in SC that may be "unproffesional" or a better word that some people use, bm.

The point of my original post was to say, why should you have to take time to jump the peons in the first place?

Also from earlier when I said you can't prevent rushes was because, if you do things such as blocked minerals at the end then you could still "rush" but it would take longer. It wouldnt be a rush in the way we would know it, but as long as you are going as fast as possible it could be a rush.
[right][snapback]178455[/snapback][/right]


Having minerals there prevents all units except peons from leaving your base until mined out. And just because something is a glitch doesn't mean it isn't an integral part of the game. How could you break a zeal wall on a ramp without the drone drill?

Preventing rushes is important on some maps which would degenerate into pure rushes.
Report, edit, etc...Posted by bajadulce on 2005-04-02 at 08:14:58
I think it's silly to build a timed "anit-rush" block. Ok so possibly the map is very small and SCREAMS rush. I don't think this is necessarily bad. Korhal of Ceres for instance is played PvZ, and players know what's coming and just adjust. Watch the pro replay of Silent-Control vs Grrr in one of those WCG Tour replays. Grrr does a good job of "preparing" for what's coming for sure. So rushes just add a lot of excitement to game, and shouldn't be "restricted" just because a map may seem to favor a rush. I know I get slammed-dunked all the time whenever I play Blood bath. If it had a mineral "block", I doubt I would ever play.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-04-02 at 12:20:35
Maps that are as small as bloodbath are very imbalanced. Also, look at that map... the games suck. Between good players it will always rushing, and the game will never get past that stage.

Also, on a map with lot of hidden expos (like coulee), you may want to prevent non-peons from coming out to prevent early game proxy expos from recieving a fast supply of peons. It takes a while to force a peon through, let alone 4.
Report, edit, etc...Posted by chuiu on 2005-04-02 at 22:52:03
Bloodbath games may suck and be imbalanced but they are fun for a lot of people.
Report, edit, etc...Posted by Yenku on 2005-04-02 at 23:12:30
I have to agree with chu, I no the map is unbalanced but i mean, it make for a short fun game. Thats why you dont see pros on the map though. Actually the last time I played bloodbath, was when i gave up moneymaps (last summer), and it was like a 45 minute 1v1 game.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-04-03 at 05:05:52
QUOTE(Yenku @ Apr 2 2005, 11:12 PM)
I have to agree with chu, I no the map is unbalanced but i mean, it make for a short fun game.  Thats why you dont see pros on the map though. Actually the last time I played bloodbath, was when i gave up moneymaps (last summer), and it was like a 45 minute 1v1 game.
[right][snapback]179223[/snapback][/right]


How did it last 45 minutes? That doesn't make any sense. Unless you guys just decided not to attack each other...
Report, edit, etc...Posted by chuiu on 2005-04-03 at 08:10:34
You can get long games out of it if they are a stalemate. Once you get a defense up in Bloodbath it's hard to find a way to break it without huge losses.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-04-03 at 13:57:04
I know, but I don't see how anyone can make a defense during the constant fighting. Plus, whoever made the defense would have so much less money than the other guy so the other guy could just fast tech and win it right there.
Report, edit, etc...Posted by Red2Blue on 2005-04-04 at 23:48:34
Actually, strategies in money maps are extremely imbalanced...

"fast teching," "mass-massing," and "infinite money," were derived from the first money maps.

If the player had a large defense, it would be fairly easy to break through it because the losses would not matter due to the mass-reproduction that can occur and the almost infinite amount of money available.


In regular/ladder maps, its very difficult to attain a big economy without strategy, mineral hogging, zone controlling, unit control, and money management.




QUOTE
I know, but I don't see how anyone can make a defense during the constant fighting. Plus, whoever made the defense would have so much less money than the other guy so the other guy could just fast tech and win it right there.



They have abundance of money. Usually people who focus on mainly defense, are great at controlling space and zones. Defenses are usualy set up at key points, choke points, and positions that disallow another player easy access to them (im talking about a good player...).

And not at all ihatett, they wouldn't have less money. They are basically stalling for time. The main strategy for a defensive player is to create seemingly impassable "walls" that not only stall for time, but disallow the player from defeating well fortified areas. This stalling of time allows for the defensive player to rebuild up minerals while the offensive player is trying to "break down" the defense. As chuiu has already stated, there will be great losses at the expensve of trying to break through these defenses...
Report, edit, etc...Posted by MapUnprotector on 2005-04-05 at 18:07:36
QUOTE(ihatett @ Apr 2 2005, 03:46 AM)
Having minerals there prevents all units except peons from leaving your base until mined out.  And just because something is a glitch doesn't mean it isn't an integral part of the game.  How could you break a zeal wall on a ramp without the drone drill?

Preventing rushes is important on some maps which would degenerate into pure rushes.
[right][snapback]178494[/snapback][/right]


Basically I think that having something built into a map to prevent rushes other than terrain like islands wouldn't be a good melee map. If the map screams rush then it shouldn't be used if you can't counter it.

Theres not much skill in a melee FASTEST (if you cannot figure out from the context throughout the whole paragraph) map besides massing and not getting slaughtered by another mass. Sure if you could somehow use spells effectively without getting outmassed you would be great, but thats pretty much not practical. You would have to have extremely good micro and macro to control the units while not getting slaughtered by a mass. Money maps are the same as melee except they eliminate an important part of the game which is economy. With infiniate money it just makes the game totally different. I don't think the units were balanced for infinite money.
Report, edit, etc...Posted by MapUnprotector on 2005-04-05 at 23:38:05
I was talking about fastest maps...

Since Red2Blue was talking about them...

So you guys like fastest maps then?
Report, edit, etc...Posted by sckor on 2005-04-06 at 06:02:47
they're okay, Just that I don't play them.

Rushing is simply attacking the other player really quick.
Also bloodbath, you can do a drop can't you? Or an air assault?
Report, edit, etc...Posted by Staredit.Net Essence on 2005-04-06 at 14:48:42
Keke. Besides, you don't have infinite minerals. As far as I know, most people will build a ton of cannons or turrets around their 50 stacked mineral patches to "protect" their "economy (which consists of 30 workers that can be killed in 2 hits or 3 with a single Lurker, Tank or HT).
Report, edit, etc...Posted by MapUnprotector on 2005-04-06 at 22:08:12
Most people who actually play melee well would probably say rushing is part of the game, I've already asked several people from here.
Report, edit, etc...Posted by Lithium on 2005-04-06 at 22:52:35
correction ppl, THIS HAS NO POINT, SOMEONE PLEASE CLOSE THIS CAUSE ITS GAY, I ABSOLUTELY HAVE NO APPRECIATION TO THIS LAME THING WHATSHMACALl IT. PLEASE CLOSE OMGZ IAM GONNA DIE, and money maps have no skill whatsoever, and sorry if iam interupting, but this is out of topic, so please close this until i blow the hell out of you all here.
Report, edit, etc...Posted by MapUnprotector on 2005-04-06 at 23:11:10
Lol he said what I've been wanting to say the whole time biggrin.gif
Next Page (2)