Staredit Network

Staredit Network -> Melee Production & Showcase -> Threshold of Pain(4)
Report, edit, etc...Posted by Yenku on 2005-04-09 at 16:01:17
Finally, it is done. 4 players, Ash world, 128x128.
I think this map is pretty good for a four player map, but I want to know, do you think the four mineral only expos in the middle should be taken out?

Pic:[attachmentid=7546]
Map:[attachmentid=7547]

Please give feed back.
Report, edit, etc...Posted by mobomojo on 2005-04-09 at 17:13:41
Definitely. You have way too many minerals in those middles. And the right one has only one entrance, instead of the two it should have.
Report, edit, etc...Posted by Death-Link on 2005-04-10 at 10:50:10
Too much open ground. TvP and PvZ just won't work.

Another problem is that there is alot of minerals at the middle-left and middle-right mineral only expos. With 1 base you can have around 16 minerals, and easy to defend, especially for Terran (if they ever get a chance to build there). Also the middle-right expo has only one entrance.

And I think one island has more room than the other one.
Report, edit, etc...Posted by Yenku on 2005-04-10 at 13:33:34
I would rather that you respond only after you open the map, if you dont open the map, dont reply please. The 3 expo had 2 entrances, I must have changed something when placing minerals, i will take out minerals for sure.

Space issue, I will make the middle the lava or whatever (the stuff units cant travel on).
But otherwise I dont think space is a problem.

I will fix these bugs and update the map, with a different name. (I dont like the one it has).
Report, edit, etc...Posted by Fortune on 2005-04-10 at 13:43:50
I like the amount of mineral deposits. If the gamers can survive long enough to have to rival each other for them, it would make for a killer game.

Good work Yenku, keep it up.
Report, edit, etc...Posted by BeeR_KeG on 2005-04-10 at 14:01:21
I would definetly hate this map in a 1v1 scenario especially against zerg. Given that zerg is the race in which is easiest to expand and defend (nydus canals and big open spaces), zerg will just overwhelm the map.
Terran would have an ok time but Protoss is screwed. You could just place an expo right next to his base and he's toast. Lurkers would do the job best until he gets observer, but with him having only 1 gas it might take a while and you could easily get 3 more expos to dominate the map. Lurkers/bunkers placed at the natural expo of each base would easily starve the opponent.

I'd have to say that the best way to use this map is a 2v2 Left vs Right, that way imbalances won't happen.
Report, edit, etc...Posted by Death-Link on 2005-04-10 at 14:49:34
I replied to this map after I had seen the screenshot of it. Sorry about that then. Just update the screenshot so everyone won't reply with the same comment.
Report, edit, etc...Posted by Yenku on 2005-04-10 at 17:17:56
Ok, made changes for the better:
-New name: Threshold
-Took out mineral expos in center.
-Took out extra mineral patches in 3 and 9 expansions
-Replaced extra mins with gas
-Evened island sizes
-Made less maneuverability room

Now the map meets your needs, anything else?
Updated map:[attachmentid=7620] (please download)
updated pic:[attachmentid=7621]

ADDITION:

I disagree with alot of what you say.

QUOTE(BeeR_KeG @ Apr 10 2005, 02:01 PM)
I would definetly hate this map in a 1v1 scenario especially against zerg. Given that zerg is the race in which is easiest to expand and defend (nydus canals and big open spaces), zerg will just overwhelm the map.


Zerg are not in need of lots of room, Protoss are. Protoss should also have observers by the time zerg has lurks (and if not, then cannons)

Many Pro maps have open spaces, look at the battle areas for luna, or bladestorm.

QUOTE(BeeR_KeG @ Apr 10 2005, 02:01 PM)
Terran would have an ok time but Protoss is screwed. You could just place an expo right next to his base and he's toast.


Why would protoss be toast if some one builds expo next to them, toss could just react with reavs.

QUOTE(BeeR_KeG @ Apr 10 2005, 02:01 PM)
I'd have to say that the best way to use this map is a 2v2 Left vs Right, that way imbalances won't happen.


Many pro maps also have setups like mine (islands at 6 and 12[or3 and 9], and ground expos on 3 and 9 [ or 6 and 12])

QUOTE(BeeR_KeG @ Apr 10 2005, 02:01 PM)
Lurkers would do the job best until he gets observer, but with him having only 1 gas it might take a while and you could easily get 3 more expos to dominate the map. Lurkers/bunkers placed at the natural expo of each base would easily starve the opponent.


How would protoss let zerg get lurks and place them in thier expo? show me a rep of you pulling that off on someone.
Report, edit, etc...Posted by Yenku on 2005-04-11 at 20:15:23
Hey guys, can some one plz reply to this? I think this deserves another look.
Report, edit, etc...Posted by pekkel_the_duck on 2005-04-11 at 20:28:23
I like it, except that there is, like, giant paths for flanking. Maybe place some doodads or something to slow armies down?


Nvm, didnt see new one...
Report, edit, etc...Posted by Staredit.Net Essence on 2005-04-11 at 20:31:38
Yenku, 1:1 this map?
Report, edit, etc...Posted by Yenku on 2005-04-11 at 20:34:45
QUOTE(pekkel_the_duck @ Apr 11 2005, 08:28 PM)
I like it, except that there is, like, giant paths for flanking. Maybe place some doodads or something to slow armies down?
[right][snapback]185850[/snapback][/right]

Maybe you missed the group of doodads outside the base? Open the map up, there are plenty of doodads, sometimes map pics take them out.

QUOTE(ihatett @ Apr 11 2005, 08:31 PM)
Yenku, 1:1 this map?
[right][snapback]185853[/snapback][/right]

Sorry man, I cant play games on weekdays. but can you tell me what you think?
Report, edit, etc...Posted by Staredit.Net Essence on 2005-04-11 at 20:42:33
The middle is too open imo. Protoss would be unstoppable. Which is why I wanted to play. biggrin.gif
Report, edit, etc...Posted by Zergling[SK] on 2005-04-11 at 21:17:13
give each starting area 2 geysers, just because they would have a hard time getting off the cliff. With only 8 gas comin in ever like 5 seconds, it would take a long time, especially with toss
Report, edit, etc...Posted by BeeR_KeG on 2005-04-11 at 21:30:40
QUOTE(Yenku)
I disagree with alot of what you say.
Zerg are not in need of lots of room, Protoss are. Protoss should also have observers by the time zerg has lurks (and if not, then cannons)

Many Pro maps have  open spaces, look at the battle areas for luna, or bladestorm. 
Why would protoss be toast if some one builds expo next to them, toss could just react with reavs.

Many pro maps also have setups like mine (islands at 6 and 12[or3 and 9], and ground expos on 3 and 9 [ or 6 and 12])

How would protoss let zerg get lurks and place them in thier expo?  show me a rep of you pulling that off on someone.
[right][snapback]184984[/snapback][/right]


With lots of room, Zerg can easily mass move units without having a big long column of units. 1 gas for Protoss is quite hard to cope with, they just need to much of it.
try placing 8~10 lurkers in same or very close spots in that expo quite close to the ramp or to the exit of the expo. I'd be quite hard to deal with and you will be out of cannon range so he needs to build observer, lurks would own zlots, goons are just too slow.
Also you have to build 2 buildings to go reaver/observer and it would give zerg soem time. Best strat against lurkers would be Psi Storm.
Using this strategy would let zerg expand at least once or twice becasue Toss is ocupied with lurks and wasting some money.

I'll play the map tomorow to see if it can be in pro section as requested.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-04-11 at 21:55:07
zerg needs more gas then toss does
Report, edit, etc...Posted by Yenku on 2005-04-12 at 17:31:51
guys, gas is not a problem on this map, it has a standard amount...

ADDITION:
Actually I was thinking, I guess i will add more doodads around to piss off toss...
Or maybe add a few patches of the lava stuff that guys cant walk on.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-04-12 at 17:57:40
i was replying to someone else
Report, edit, etc...Posted by Yenku on 2005-04-12 at 18:37:00
I am aware of that. Ihatett, have you played the map? can someone give me more criticizm than gas(which isnt an issue) or space(which isnt really a big issue)?
Because if there is nothing wrong with this map it should be pro. And it clearly isnt, (by your standards)so tell me whats wrong with it.
Report, edit, etc...Posted by Yenku on 2005-04-14 at 08:20:10
Plz some one i really want more feedback on the map. I dont feel its ready to go to the DLDB.
Report, edit, etc...Posted by Yenku on 2005-04-18 at 20:26:32
Ok, I made changes with doodads, terrain, minerals, etc.

Minerals: The mineral setup (at mains only) is like the one from AshRose. Except it has one extra mineral patch on one side.

Terrain: I made the ramps to the bases blockable with just a supply depot and a barracks on each one. Evened out the thin wall on the right side more. Made bases near-exact size.

Doodads: Added few doodads, I put one behind each main base mineral area, in the same spots making it easy to pull of a cannon rush behind minerals.

Updated Pic:[attachmentid=8005]

(I will update map asap)
Report, edit, etc...Posted by TheOddAngel on 2005-04-19 at 15:44:29
The middle was better the way it was personaly... It needs to have mabe a bridges of dirt or something across and it needs those mineral expansions

Overall it looks like a good map but the Second draft just doesn't look as Fun...
Report, edit, etc...Posted by Yenku on 2005-04-19 at 17:16:47
What do you mean about the dirt bridges?

Im split 50-50 on the mineral patches, I wish I could get a pro's advice.
Report, edit, etc...Posted by bajadulce on 2005-04-19 at 20:10:58
This is a nice map. I think the mineral changes are a definite improvement and appear to now be just the right amount. Symetrical starting locations will provide a "fair" game as far as distances between bases.

A lot of ppl seem to have a problem with the "openess" of the map. I personally like a lot of open ground only because I enjoy seeing big ground battles and massive flanking. Keeping with this theme, if you do feel there is too much "terran" push chances and openess, be sure to make unbuildable terrrain rather than excessive do-dads. I find cluttered do-dad terrain a bit annoying... but that's just my opinion.

I have a hard time finding strategy faults with decent-made maps only because I feel that "perfection" is not necessary in the hands of Pros. Once you've attained a decent balance, overall cosmetics seem the most important to the "general" feel of map? Yes it would be nice to have a "pro" map-maker to "guide" us and comment on our maps. I am far from that, and so this is another reason I can only provide limited comments/advice.

The only thing that pops out at me after giving map a good look over are the natural's placement. I think it's a good idea to be able to defend your naturals, especiallly in the case of Zerg which your map does. Here tho, they seem too close to ramps? How do the walls around these naturals help isolate them when they're bordered by lava? Seems you could push these naturals a bit further towards the lava by getting rid of walls etc? This would provide a bit more room at ramp bases and for less congestion from military buildings at expansions? Will the natural's defence be jeopardized?

Ok Yenku, nice map as usual.... I hope Entropy is able to "woo" those "pro's" he mentioned into helping us!
Report, edit, etc...Posted by Yenku on 2005-04-20 at 06:54:39
Ill take a look at it. Maybe i can do something about it. But if I do, you wont be able to fit turrets,spores,cannons behind it.
Ill do the best I can to change some things.
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