Staredit Network

Staredit Network -> Melee Production & Showcase -> new beta unamed map
Report, edit, etc...Posted by Staredit.Net Essence on 2005-05-05 at 20:39:22
**Map Update**

Also, if you look at which cliff covers what, this map is much less similar to the maps you guys mentioned. Take a closer look.

user posted image

Main(4): 8 minerals, 1 geyser
Natural (4): 8 minrals, 1 geyser
Mineral-only (4): 6 minerals
Report, edit, etc...Posted by mobomojo on 2005-05-05 at 23:40:41
Soon as I saw the thumbnail, I immediately thought of another map.

user posted image


Anyway, about your map: the middle is HUGE. I wouldve suggested some sort of high ground or walls to work around a bit, but then that might become LT-ish. And I think the naturals could use a little more building room. Purple seems to have the awkward terrain, in the ramp and the gas placement.

Overall an okay map. The center kinda makes the map a little bland, though.
Report, edit, etc...Posted by MillenniumArmy on 2005-05-06 at 00:14:04
Not everyone's distance from their mains to their expos are equally spaced out. Purple and Blue's expos are much closer to the ramps than reds and teals. And it seems like everyone but purple can easily protect their expo from atop. Why not purp? Well mainly because the part in which it is right next to the minerals isn't as close to the starting location as the other players.

And everyone's 3rd expo, i think some of those ruins might creep a bit too far out. I think it might even limit the spaces to build the 3rd bases.

But cool design, although it also looks similar to many games out there
Report, edit, etc...Posted by Staredit.Net Essence on 2005-05-06 at 00:20:23
Thank you for the reply smile.gif

this map isn't really like jrm any more that sgg or lt is. All four are simliar "standard style" maps, but if you actually look at what cliff covers what, where the chokes are, what kind of pushes are possible, etc. they are all different. I am sure there are other standard style maps, but I can't think of any off of the top of my head.

The middle is gargantuan because terran can so easily cover their expo and screw over others expos, so the middle is made very difficult to push. The same thing can be applied to pvz. I agree the middle is fairly bland, I fear the map would become a terran map. I may still change it after I hear what the gosus of teamliqud.net have to say.

ADDITION:
Thanks for your reply, too smile.gif

QUOTE(MillenniumArmy @ May 5 2005, 11:14 PM)
Not everyone's distance from their mains to their expos are equally spaced out. Purple and Blue's expos are much closer to the ramps than reds and teals.

That is impossible to avoid, and it isn't enough of a difference to make it imbalnced.

QUOTE
And it seems like everyone but purple can easily protect their expo from atop. Why not purp? Well mainly because the part in which it is right next to the minerals isn't as close to the starting location as the other players.


Come on, that's nitpicking. wink.gif That also isn't enough of a problem, and if you would review pro maps like that you would have a hard time finding many that you woul like.

QUOTE
And everyone's 3rd expo, i think some of those ruins might creep a bit too far out. I think it might even limit the spaces to build the 3rd bases.


It doesn't.

QUOTE
But cool design, although it also looks similar to many games out there
[right][snapback]201811[/snapback][/right]


Yes, it's a standard-style map.

EDIT: All gasses should harvest at about the same speed. Try it.
Report, edit, etc...Posted by esem on 2005-05-06 at 04:54:46
I think you should turn your centre bit of water into a cross shape so that units can cross at that point, otherwise you end up with the 'mercury' effect where it is insanely easy for a terran player to push adjacents or cut off half the map while pushing towards their opponent.

on an unrelated note, the map might look like JRM, but thats all. They are very different maps in both design and play style.
Report, edit, etc...Posted by MillenniumArmy on 2005-05-06 at 16:29:17
Well, nitpicking is very good. I'm not censuring your map or anything, but the more criticism you get, the more you will be aware of the map's minor problems. And theoretically, a person who gets very nit picky comments and criticism would tend to make his better than one that doesnt get such things
Report, edit, etc...Posted by Staredit.Net Essence on 2005-05-06 at 18:00:08
i know, but those kind of things appear in tried and true pro maps, and it isn't really a problem

still, thanks for giving me your thoughts smile.gif
Report, edit, etc...Posted by MillenniumArmy on 2005-05-06 at 19:43:08
np
Report, edit, etc...Posted by esem on 2005-05-06 at 22:30:49
about nitpicking, i find it to be the most helpful advice when making a map. Usually, you're aware of all the major problems with your map and tend to overlook things such as a tank being able to attack one player's gas and not another, and so on.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-05-06 at 22:35:51
i don't think something like not being able to attack gas is not nitpicking, but the small differences in distance to the cliff over your nat is
Report, edit, etc...Posted by Yenku on 2005-05-07 at 00:28:55
Shit, this is the second time i have to bag a map.
I was working on a map just like this, same tile set and basically same setup. That pisses me off, ill post a map image if you like. (mine has more expos)
w/e

You did this well, middle is big, i like it.
Good job on basically every thing, there are minor unbaklances, but the map as a whole is great. Good job.

BTW, i htink blues ramp is a bit easier to get up, melee units trying to get up would be under attack longer.

Suggestions: maybe make the hills over the mineral only nats unbuildable.
If you like add thin temple wall around the middle (just bits)
When your finishing add more doodads.

Ihatett, DO NOT GIVE THIS MAP UP
This is really good, keep it up. Im suprised you made such a good map.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-05-07 at 01:14:45
thanks smile.gif

I posted it on tl.net, and I have some changes in store. I want to keep the cliffs buildable, which is good for terran (and in a very limited sense pvz), but to counter that the middle will be fairly open and mostly unbuildable.

I'll have to think some about the changes, though,
Next Page (1)