Staredit Network

Staredit Network -> Melee Production & Showcase -> (2)The avenue -PREVIEW-
Report, edit, etc...Posted by trcc on 2005-04-21 at 13:45:09
Could you guys tell me if this map looks good if not, well tell me what i should change.


Check out my reply below for recent screenshot and filemap.
Report, edit, etc...Posted by chuiu on 2005-04-21 at 14:49:54
From what I can see, it looks ok. But with an image that small, we can't really help you with anything at all.

Side note, how the hell did you get a small piss poor quality jpeg to be that large of a filesize?
Report, edit, etc...Posted by Voyager7456(MM) on 2005-04-21 at 15:15:09
I'm not sure if it's just me, but does the top look alittle barren? (I don't see any resources up there, and therefore, no reason to go up there).
Report, edit, etc...Posted by trcc on 2005-04-21 at 15:24:16
You think i should make an additional expand on top, but don't you think there is already enough expands? Give your opinion please.




Report, edit, etc...Posted by Staredit.Net Essence on 2005-04-21 at 16:37:00
Totally unbalanced. Please tell me how Zerg can actually win this... Creep would even give enough place to put any tech at all.

We can't help you if you don't at least give us a bigger map JPEG or the map itself.
Report, edit, etc...Posted by MidnightGladius on 2005-04-21 at 16:54:42
Yeah I agree with Chris on that one. Zerg would basically be forced to early expo for space reasons, and even then there is no good expo that can protect the main.

It looks like Zerg would have a really hard time defending against an early Terran containment. With M&M on the high ground cutting off your "main", all Terran would have to do is get a single tank and cliff the Zerg to death.

In short, this is a very anti-Zerg map.
Report, edit, etc...Posted by Yenku on 2005-04-21 at 17:41:01
Why dont you just raise the mains, then it wouldnt be half bad?

The top, i sorta agree, its a bit useless but not a big problem. Maybe you could put gas expansions on the islands on the top left and top right. Actually, now that i think about it, yea, you should. Zerg need lots of expansions and I think it wouldnt hurt to put in another.

Aside from the mains and the top, the map isnt bad. Its actually pretty good.



ADDITION:
BTW, post the map, i cant see anything, and if not the map, post a good minimap image.

It almost looks like on the bottom, there are two patches of minerals on a cliff. Why? You cant fit a CC on it.
Report, edit, etc...Posted by trcc on 2005-04-21 at 19:29:04
QUOTE
Why dont you just raise the mains, then it wouldnt be half bad?

The top, i sorta agree, its a bit useless but not a big problem.  Maybe you could put gas expansions on the islands on the top left and top right.  Actually, now that i think about it, yea, you should. 


You are right, i didn't noticed that zerg would be in trouble, i raised the mains as you stated, and put another expand top middle, with 2 geyser and 5 minerals.


Here's the screenshot.. and the map if your willing to download it.( if the screenshot is bad again) cool1.gif

EDIT: I modified minor things, so new screenshot.
Report, edit, etc...Posted by Death-Link on 2005-04-22 at 06:12:42
Damn it, these university computers suck, I can't see anything. The monitors make everything look greener than normal, and my eyes are killing me.

Anyway, looks like a good idea for the mains to be on low ground, have the space to build right next to them. I'd suggest you to make each base half low ground (along with the min expo) and the rest high ground, with the ramp to the outside.
Report, edit, etc...Posted by Yenku on 2005-04-22 at 08:20:46
Wait, im sorry, I dont quite see what your saying about the mains deathlink.

Trcc, much better, but for some reasong i cannot zoom in on the pic..
I'll download it when i get home.

Also, Im not a big fan of how these mains are set up, maybe you could lower the main, and raise the expansion thats in the main.
Report, edit, etc...Posted by bajadulce on 2005-04-23 at 05:03:06
I know a lot of times in a 4player 128x128 map players are "next" to each other, but this is a random event. Here in your map with only 2 starting locations it seems you should avoid such a small direct route? Most 2 player maps I see have the starting locations at opposite "corners" or a bit of an "elongated" route between the 2 bases, but not all. Basically a 128x64 map. The top and bottom of map are just there.

Is this route between bases too small? How do you feel about this?
Report, edit, etc...Posted by trcc on 2005-04-23 at 16:55:21


QUOTE
Is this route between bases too small?  How do you feel about this?



Hmmm, when i made the map, i asked myself this question. I hoped someone would have express his opinion.. now that you started this subject, maybe i could put the ramp further? to the the left for left main and same as for right?
Report, edit, etc...Posted by Yenku on 2005-04-23 at 21:36:09
Im not too sure how you can make the routes longer without changing the map. I dont think its that big of a problem, maybe you should make it so terran can block the entrance to thier base easier by using only a supply depot and a barracks.

Also, are you going to do what i said about the mains? To refresh your memory: Lower the main base, and raise the expansion right next to it.
Report, edit, etc...Posted by trcc on 2005-04-24 at 13:20:16
QUOTE(Yenku @ Apr 23 2005, 08:36 PM)
Im not too sure how you can make the routes longer without changing the map.  I dont think its that big of a problem, maybe you should make it so terran can block the entrance to thier base easier by using only a supply depot and a barracks.

Also, are you going to do what i said about the mains?  To refresh your memory: Lower the main base, and raise the expansion right next to it.
[right][snapback]193988[/snapback][/right]


I don't know, well i will make 2 versions of my map and then post both screenshot and see what people say.
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