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Staredit Network -> Melee Production & Showcase -> PsychoTemplar's Tempest (My first map)
Report, edit, etc...Posted by Chef on 2005-02-20 at 20:51:50
This my first map here, I apologize if anything here seems out of place.
[attachmentid=5318]
I'd like to first say this,
-The geyser in the main base of each player is out of range of a seige tank (even with the help of a barracks for sight)
-At the gas natural a seige tank on the outer boarder of the map cannot reach mining workers.
-However, a seige tank can lay waste to the lower gas expansion from the main base.
All of this has been tested.
-I added in a single 8 mineral patch below the gas natural so workers at the gas natural could escape in case of emergency for one time use only (I thought that would be pretty funny)
-The lower gas expansion is blocked on both sides by 4 5000 mineral patches, however manner pylon/supply depot can be used to get to it early =D
-There is a small opening behind the mains resources in which a Marine and an SCV could theoretically hide behind and build a supply depot at the opening.
-EDIT: The above also applies to the mineral only naturals
-There are trees at the gas naturals' that could be used to hide out behind and then possibly get free hits on fleeing workers (of course tanks on the boarder would be much more effective).
-The mineral only expansions in the top right and top left could theoretically be attacked via a dropship behind the minerals.
This map is not totally symmetrical, it may be because I'm old school and I'm using the editor that came with the game, or it may because I'm too lazy to remake the entire map. I made a few last minute changes that basically involved me placing a couple doodads everywhere. I'm a little worried this map will make Zerg diadvantaged as they are the only race that cannot hop the minerals... or at least I don't know how (although if they can make it to guardians they will have some obvious advantages). PM me if you do know how.

You may be wondering why this is version 1.03. Wonder no longer because I have a version history!

Version 1.00 -Layout of terrain and and resources, trial and error style... I also had a false warning suggesting Terran only participate in TVT matchups because I thought the tanks would be able to attack the opponents main from the their own main, testing later proved this false.

Version 1.01 -Edited out the warning about Terran players

Version 1.02 -Modified placement of minerals and ramps, added two ramps at gas naturals and a mineral patch to allow for emergency evacuation =-O

Version 1.03 -Minor changes, addition of several doodads.

And there you have it my first map (that I feel is worth posting). Sure it may look a little symmetrical but it's beautiful to me =) Thanks for reading, comments are welcome, especially those who have seen some sort of appocoliptic imbalance in the map!
[attachmentid=5322]

Cheers,
PsychoTemplar
Report, edit, etc...Posted by Puni(F) on 2005-02-20 at 23:21:18
I have actually seen that map on a different website...Unless you posted that map on their too. I forgot the wbsite >.<
Report, edit, etc...Posted by Chef on 2005-02-20 at 23:23:52
That's odd because I made it today... Unless you can give me the site that's kind of a wild accusation...
Report, edit, etc...Posted by BeeR_KeG on 2005-02-21 at 12:05:14
The map has some strategic importance, but ti has too much of the same strategy and very few variety.

Also it is unbalanced, Protoss will definetly loose because there is very little space whit which to move an entire army.
If Zerg goes for early air, they already won because of the very close proximity of the main bases.
Tanks can lay waste to almost anything if you place them on a cliff.
The first player to get nukes will win.
Report, edit, etc...Posted by Yenku on 2005-02-21 at 14:11:07
yea it looks like you went more for symmetry and beauty than a good tactical melee map. next time dont map it perfectly even. Just make sure expansions and bases and stuff are the same size, not shape.
Report, edit, etc...Posted by Chef on 2005-02-21 at 15:29:43
This map is meant to be very drop oriented, all it would take is a good zeal drop/cannon to do some fun damage... and besides, what map doesn't burn protoss... most people know that you kill tanks by dropping on them... a flank won't do much against a player who see's it. Almost all minerals, as stated are out of range of the tanks on cliffs... you're thinking a little too much about the adv/dis system then what would actually happen in a game... fast coursairs would probably be necessary for PvZ but that's great for attacking all the ovies that are next door trying to see what you're doing. I don't know how you think a nuke would win... they're late game enough the enemy has flying detection. Against zerg the cramped space will allow for easy storms with a decent Protoss (I believe Protoss have always had to be much better than their opponent to win on almost any of todays accepted maps)

But thanks very much for the feedback I really appreciate it,

PsychoTemplar

EDIT: After playing this map a few time's I think it would be best to save it for same race matchups as it is too easy for zerg to box themselves in with a nice 2 gas supply for air...
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