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Staredit Network -> Melee Production & Showcase -> (2)Manhattan Project
Report, edit, etc...Posted by pekkel_the_duck on 2005-04-08 at 18:56:30
(whoops, meant 1v1 in the title, lol. tongue.gif)

A new melee map for 2 players. Good large areas for toss' armies, choke and some cliffs for terran, mins for zerg. Tell me what you think.


Update Log:

-Gas nodes moved from nat to side expos.
-Balanced ramping somewhat for both start locations.
-Little doodad stuff.
-Closed entance at secondary ramp so it's easier to defend your base.
-Added expos next to each base at base of cliff so it's an easy expo but can still be tank cliffed/ psi stormed.
-Major shrinkage in corner islands due to the fact that they can build too much static defense after testing with LW. pinch.gif
-added second bridge to each base.
-widened center a teensy bit because it was too dang small before.
-changed min. patch count at certain expos so it isn't as much of a picnic to CC float and what-not.
-added extra min. patch at natural(one by ramp).
-doodad stuff( also CC float issues.)
-expos at east/west are more like expos now with extra min patch to compensate for less mins at certain 'natural' expos.
-One less min patch at island expos.

-Changed some more stuff.
-Ramp on cliff in 4-min expos.
-Water issues.
Report, edit, etc...Posted by chuiu on 2005-04-08 at 19:13:49
Pretty good, one of the few decent melee maps I see come from this forum. Though I think you should move the gas ports from the nat to the far left/right expo's.
Report, edit, etc...Posted by warhammer40000 on 2005-04-08 at 19:15:27
Alls i hafta say is-

nice...
(In that accented 'i' voice.)
Report, edit, etc...Posted by pekkel_the_duck on 2005-04-08 at 19:20:40
QUOTE(chuiu_os @ Apr 8 2005, 04:13 PM)
Pretty good, one of the few decent melee maps I see come from this forum.  Though I think you should move the gas ports from the nat to the far left/right expo's.
[right][snapback]183266[/snapback][/right]



Done.

And the aussie accent, Warhammer? I always do that accent when I say nice. tongue.gif
Report, edit, etc...Posted by TheOddAngel on 2005-04-08 at 20:03:42
If you look at the top bace the ramp can be easily defended lining siege tanks or cannons or sunkens along the side... Totaly unbalanced seeing as blue cant do that
Report, edit, etc...Posted by pekkel_the_duck on 2005-04-08 at 20:06:28
Which ramp do you mean? I can't see what's wrong, doh. sad.gif

EDIT: Nvm , I think I see what you mean. I don't think it will make that much of a difference, but I'll do something about it...

EDIT: Kk, did something about it. Fixed ciff stuff. biggrin.gif And if worst comes to worst, move your army around it.
Report, edit, etc...Posted by TheOddAngel on 2005-04-08 at 20:32:01
Ya ont he red bace ramp the lower cliff spread out along the side and could easily be defended
Glad you fixed it smile.gif

Keep up the good work this map looks prety cool
Report, edit, etc...Posted by Staredit.Net Essence on 2005-04-08 at 20:52:31
Zerg would need to 3 hatch to defend their base. What's a zerg to do vs the standard terran build?
Report, edit, etc...Posted by chuiu on 2005-04-08 at 20:55:00
The way I see it, Terran has it just as bad against zerg in this map. Most often you see a terran closing and a zerg taking the offense. In this map neither can efficiently defend themselves unless they dont close but concentrate their defence next to their hall. Toss have it alright considering that their initial defense is their offensive units.
Report, edit, etc...Posted by pekkel_the_duck on 2005-04-08 at 20:55:04
ihatett: Plz explain? I'm not good at understanding things easily and not too familiar with ZvT. biggrin.gif
Report, edit, etc...Posted by Staredit.Net Essence on 2005-04-08 at 21:04:47
zvt: Terran can put 4 rines at each ramp until they move out. Nothin will be able to get in, and when they move out zerg either has a poorly defended expo, or a poorly defended main, and either way terran will be able to reach their main.

pvt: Terran has no idea which side the zeals are coming from, and if they build too many rines they will fall behind in their economy.

However, I am not as sure about pvt
Report, edit, etc...Posted by pekkel_the_duck on 2005-04-08 at 21:06:50
Hmm..lemmie try something...to fix it, ya know?

ADDITION: Look at the SS below and tell me if ZvT probs are fixed. And there are 9 mins each in the patches there, so you'll need at least 2 peons. That should slow him down and give you enough time to scout him out. If you notice his army is gone, you shoud suspect something. I won't change original yet, in case this doesn't work.

ADDITION: Made one without ramp in back and added a few min. patches.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-04-08 at 21:28:15
Now the map is a terran map because the paths are too thin. tongue.gif

meh, I'm too negative, ignore whatever I say
Report, edit, etc...Posted by pekkel_the_duck on 2005-04-08 at 23:12:19
Nah, suggestions are good. Sometimes a map just has to stay unbalanced a bit. There is no perfect map. Suggestions help me better the map. I've got 3 versions right now, but dunno which one to keep. pinch.gif
Report, edit, etc...Posted by Yenku on 2005-04-09 at 08:38:19
Reds new expo you just made has more minerals than blues.
Heres an idea, just block off the area around red and blue's new expo, so only they can reach it early, not the other player. Also, put the ramp back.
If you do that, they can only rush through one entrance, but now the players have a protected expo. Sort of like bladestorm (how they have one behind thier base)
Report, edit, etc...Posted by pekkel_the_duck on 2005-04-09 at 21:42:01
Ok, kinda did what you suggested Yenku. I also fixed Blue's expo so the min count is the same. More suggestions welcomed. smile.gif

ADDITION:

Also fixed island sizes after testing.
Report, edit, etc...Posted by LegacyWeapon on 2005-04-10 at 00:29:29
The island size was a bit of a problem good job for fixing it.

Well done, it's a very professional map. You are getting better everyday happy.gif
Report, edit, etc...Posted by Fortune on 2005-04-10 at 13:47:39
My favorite part about the map is how you have the entry points to the bases setup.
Report, edit, etc...Posted by pekkel_the_duck on 2005-04-10 at 14:27:25
Ok, made some changes due to balance and flanking issues.

-added second bridge to each base.
-widened center a teensy bit because it was too dang small before.
-changed min. patch count at certain expos so it isn't as much of a picnic to CC float and what-not.
-added extra min. patch at natural(one by ramp).
-doodad stuff( also CC float issues.
-expos at east/west are more like expos now with extra min patch to compensate for less mins at certain 'natural' expos.
-One less min patch at island expos.


Thanks again for comments and criticism.

P.S: Beer, when I think this map is all ironed out and balanced enough, you can put it on your site if you want. I'll send it to you. biggrin.gif
Report, edit, etc...Posted by Death-Link on 2005-04-10 at 14:58:59
I think the version with the 2 ramps is good, making the natural gas expo accessible from the second ramp also. It's more interesting. And you could also put a ramp on the cliff next to the natural gas expo that can be accessed from the outside. An advantage for ranged units to hit the inside expo. You could also put the inside gas expo with 6 mins and the min only with 8 mins, so Zerg wont necessarily need the 3rd expo.

If you want I can edit the map and show you.
Report, edit, etc...Posted by pekkel_the_duck on 2005-04-10 at 15:51:28
Ok, changed it so that the nats to the side have more mins so they are useable and the side one with 4 might not be needed. Terran won't waste a CC on it so they can't get too many expos.

ADDITION: Didn't utilize 2nd ramp because of previous issues with having a hard to defend base for certain players.
Report, edit, etc...Posted by Yenku on 2005-04-10 at 16:41:10
No, if there are two entrances it would be too easy for toss to destroy terrans marines early.
Edit: I was replying to deathlink on what he said about to entrances.
Report, edit, etc...Posted by Death-Link on 2005-04-10 at 16:53:00
Actually I thought of something else but its kinda hard for me to explain, ill just edit the map and show you in a few mins. But I think if there is 2 entrances it would be cool.

OK, I have edited the map, and i have made 2 entrances to each main, one can be walled with rax and depot, and the other one with just a depot. Also changed a few expos.

[attachmentid=7626]
Report, edit, etc...Posted by pekkel_the_duck on 2005-04-10 at 17:28:37
Changed some stuff with water and min placement. Also added ramp to cliff behind 4-min expo.

ADDITION:
Well, I've come to the conclusion that no map can be perfect, as I have with all my previous maps. There could be a million changes to my map and still be a flaw in it. I kinda like my current version, so I'll stick with it. Criticism is still welcomed and I may make a map pack with different versions in it. If you see a really big flaw that cannot be ignored, please tell me or pm me. If it is obsolete, still you can post it but I may not change it.

Thanx everyone for constructive criticism! biggrin.gif

P.S: If it's alright with you Death-Link, I might put your map in the package too.
Report, edit, etc...Posted by Death-Link on 2005-04-10 at 18:19:31
You can do whatever you like with my version. It's still your map.

And yes, every version can have a flaw in it, just choose the one you like and that's it. Good job anyway on this map.
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