Staredit Network

Staredit Network -> Melee Production & Showcase -> TearWarp (4 players 128by128)
Report, edit, etc...Posted by Chef on 2005-02-27 at 18:23:11
As you may know my last two maps were perfectly symmetrical which seems to be shunned in these forums... so I took a stab at asymmetry and this is what I got...
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Definitly not something I'm used to but I think it turned out okay...
Comments and rating appreciated, please don't simply reiterate what someone in a post before you said... it annoys me =D

Unfortunatly it's a little cramped in the main so theres not a lot of room to build there....
Report, edit, etc...Posted by KaboomHahahein on 2005-02-27 at 18:53:10
It still is a tiny bit symetrical but looks pretty good.
I think the main bases should be more wide than long.
Report, edit, etc...Posted by BeeR_KeG on 2005-02-27 at 19:18:20
This map has got some pretty good potential if some changes are made.

The middle is kinda empty, it looks like soemthign is missing in there.

I see some pretty good strategies in this map, but not yet, you have to fix it first. I like the sprial effect that this map has, makes it feel like you can defend yourself very easily but actually you can't. Those minerals next to the main(the ones in a straight line) are pretty good for blocking enemies.
Also I like that expansion which is almost completely encircled and which you can defened from your main.
Report, edit, etc...Posted by Yenku on 2005-02-27 at 19:43:36
good job on this map. its pretty good but i agree, the main bases should be wider, not longer. maybe you can put high dirt in the middle and put an expansion on it for the players to fight over.
Report, edit, etc...Posted by Chef on 2005-02-27 at 21:19:12
The way I see it I've only got two ways I can fix the main bases without totally redoing everything.
1) make ramp from heart of main that leads to empty space in the gas nat or
2) extend high dirt into gas nat making it look rediculously unfair to blue and purp...

As for the middle I wanted a lot of room in the middle for people to gather and protoss to move... there are lots of tree doodads there now but I may decide some raised jungle is in order... but that would make tanks godly in the middle and make it extremly difficult for protoss to attack without a whole lot of shuttles... I'm sure I'll figure something out, since I seem to have gotten a good response from this map I'll try to tune it up...

Something you may not have noticed is that, should a zerg player want early sunkens (like in a ZvT or ZvP) he or she could make their second hat infront of the minerals instead of taking the gas (like they probably would in a ZvZ). So they have a choice of minerals and early defense or minerals and gas... unfortunatly blue doesn't have this luxury... so they would have to make a hat infront of their base like most maps... Since I only just realised blues disadvantage I may decide to move blue's minerals down a bit in my update... and probably purp too... which would solve my space problem with blue and purp... lol...
'Cause this is my decision making process! dununununununa!

Yeah, I think I'll get on that soon, today or tommorow... Anyway, thanks for reading, and thanks for the positive feedback =D

Cheers,

PsychoTemplar

ADDITION:
Here's my update, I incresed the main base size to allow room to build, I havn't yet decided what I'm going to fill the middle with but for now theres just a lot of trees... I'm not sure putting resources there is such a great idea as the average player will probably just take their personal expansions, and if I make it an island the only race that will benifit is Terran Seige Tanks... and there are enough cliffs in this map already. Maybe a thin water diamond with openings on all sides... I'll just wait till I have lots of time to let my mind wander... like at school for example.
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[attachmentid=5747] If you want it... but I'm still planning on getting something in the middle... maybe something like nostalgia =/
Report, edit, etc...Posted by mobomojo on 2005-02-28 at 01:39:14
I think that still qualifys as rotational symmetry. Im still a little iffy on some of the ramp placements.
Report, edit, etc...Posted by Yenku on 2005-02-28 at 07:02:00
you did a pretty good job on this map, i think its done
Report, edit, etc...Posted by Tazzy on 2005-02-28 at 08:33:45
Yea, looks nice, i will give it a go and might get owne dby computers like i always doo.... crazy.gif happy.gif
Report, edit, etc...Posted by Yenku on 2005-02-28 at 11:12:38
lol tazzy i gave you a karma, cause i like your pics, i also liked helping you on your other map.
Report, edit, etc...Posted by TheOddAngel on 2005-03-02 at 17:07:44
Blues bace is WAY to easy to defend... Look at that choke point and the way the ramp is placed...

Overall: 6/10

Needs something in the middle... mabe some cliffs and a mineralpatch? make something for more stratagy fights in the middle not just an open field...
Beer is right it does have some potential
Report, edit, etc...Posted by Puni(F) on 2005-03-02 at 22:16:48
Cool little melee map, I like the spinning effect, Kinda weird though, I would rate it..Hmm...5/10...
Report, edit, etc...Posted by Yenku on 2005-03-03 at 10:26:33
puni, come on man. i wouldnt be one to judge in your shoes. i like this map, it has a good idea to it. theres a lack of stuff in the middle, and otherwise this map is pretty good. submit it to the DLDB. 8/10

ADDITION:
BTW, i forgot to mention, templar, this is much better than your other maps i like it. your improving alot.
Report, edit, etc...Posted by Chef on 2005-03-04 at 16:03:18
I decided to make a few variations on TearWarp for you guys to decide which you think is better or the original... if you don't play melee starcraft at a competetive level don't reply here. (I don't actually mean professional and prizes I just mean you know the game pretty well and you play to win as apposed to just messing around not knowing how to grab opportunities).

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The gases in the middle are 1000 each, I thought fast gas would be enough to risk going into the middle, probably will be the focus of a ZvZ game.

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I'm still kind of worried about seige tanks on this one... but I tried to make sure protoss still had a bit of room to move...

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This gives a little more value to the middle without cluttering it up...

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This just gives something for air units to micro on and ground units to walk around.

Ratings out of 10 appriciated, comments that stretch beyond what has been said before or have some usefulness wanted.

EDIT: PS: Anyone know why I can't view the shout box? It's been unviewable for about a week and I'm wondering if it's because I did something bad or because there's a bug=/
Report, edit, etc...Posted by Yenku on 2005-03-05 at 18:09:22
good job, keep all of these and submit them as a package in the melee section my grade is still 8/10
Report, edit, etc...Posted by sckor on 2005-03-06 at 03:24:56
wow. I know your intention as this map was assymetry, it seems to become more and more symmetric. I like how it's balanced. Nice Job
Report, edit, etc...Posted by Chef on 2005-03-06 at 10:56:23
The asymmetry comes from the different options available at each position, not necessarily the look of the map.

I need you guys to choose your favorite version of this map, I'd make it into a poll but I don't think it's possible after I've already made it a thread. Please refer to post #5 for the original and post #13 for the modifications, then reply with which one is your favorite and why, maybe a rating on 10 if you play melee competitively.

Cheers,

PsychoTemplar
Report, edit, etc...Posted by BeeR_KeG on 2005-03-06 at 19:25:51
I'd have to say to go for the first modification because of the 2 extra vespense gas fields to fight over. Having control over 2 extra geysers will greatly increase your capacity to outproduce your opponent(s), thus making that middle area a very strategically important spot for them.
Report, edit, etc...Posted by Yenku on 2005-03-06 at 20:01:49
QUOTE(sckor @ Mar 6 2005, 03:24 AM)
wow.  I know your intention as this map was assymetry,  it seems to become more and more symmetric.  I like how it's balanced.  Nice Job
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are you kidding? symmetry does not mean its balanced, this map is easy for terran defence, and tvz is very bad, terran would kick zergs ass, tanks and bunks wouldnt let on ling/hydra up into the base. and there isnt very much room for toss, so this map is like for terran only
Report, edit, etc...Posted by Chef on 2005-03-06 at 20:43:35
I hope you're kidding...
As a zerg player I know I would never send in lings and hydras alone. Zerg players will either go lurkers or muta's depending on their enemys economy... I don't know how often you play ZvT but the zerg usually don't break through the Terrans main defense very quickly, they usually expand all over the map keeping tabs on the Terran and trying to prevent them from getting more than one or two expansions. As for protoss having room to move I don't know what you're talking about. If you wanted them to have space to move you should have voted for the original or the plainpool. Please elaborate on what you said with detailed examples because what you said happens on just about every map.
Report, edit, etc...Posted by Yenku on 2005-03-07 at 09:47:16
what im saying is pretty simple.
THERE IS NO ROOM IN THE STARTING BASES FOR PROTOSS.
there thats it. they need lots of room to build, and the have none.

the other thing i said, there is one ramp up to each base and it would be hard for alot of ground zerg to get up there without dieing.

ADDITION:
also look at blues base in every version you made, its so easy to defend, units have to walk around while being pelted by, tanks, sunkens or cannons.
Report, edit, etc...Posted by Chef on 2005-03-07 at 15:19:38
I don't want to go into detail here since we're obviously not on the same page... that was part of the asymmetry, and it would be suicide for zerg to run through the casm in all four bases, don't be stupid. A zerg is no more likly to attack a cliffed main at any of the bases... decent players usually like to save their units and not take big risks... a zerg would be no better off attacking the other cliffs. The protoss have enough room to build, trust me... most protoss know how to set up buildings efficiently. There was no need to repeat what oddangel said. I didn't reply to it because I thought it was dumb. I've played a lot of games on this map and I havn't had any of those problems.

PS: You can't test a map using computer's, you have to find decent players.
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