Staredit Network

Staredit Network -> Melee Production & Showcase -> new map
Report, edit, etc...Posted by noname on 2005-06-10 at 07:45:38
hi.
for this map got inspired by ever_forte. there are small mains and large naturals.
the expansions at 12 and 6 o'clock are mainly gas-expos. there are some minerals, but not very much (2x 700, 2x 400, 2x 10). they are supposed to be safer neutral gas-expos for zerg to go for instead of the 3/9 o'clock expos in the (rather small) middle of the map.

..hope you'll like it. smile.gif

user posted image
Report, edit, etc...Posted by Hans-Titan on 2005-06-10 at 10:32:28
PROS

- Nice design. Very pretty!

CONS

- On forte zerg can 3 hat pretty easy - this is pretty much impossible on your map, due to 2 somewhat wide entrances. Zerg is pretty much forced to play 1-base.

- Mains are very small, and T cant wall-in any other place than at main.

Can I have the DL, to modify?

What program do you use to make such nice pictures (if SCMDraft, what program do you use to resize pictures?) ?

Just what I saw quickly. Nice map though!

Regds

Hans-Titan

Report, edit, etc...Posted by noname on 2005-06-10 at 13:06:12
of course you may change some things around. for myself i don't know how to even out your cons without taking to much of the map and the idea i had of it.. ermm.gif

the map-shot is done with scmdraft and resized with photoshop (as well as some tweaking with brightness/contrast and stuff to make things more visible)
Report, edit, etc...Posted by Yenku on 2005-06-10 at 13:20:13
Nice map.

The thing I dislike most about this map are the mains and thier naturals.
Zerg will have a hard time defending thier nat, and there is no choke pint by the nat either, which is hard for terran.
I think it may be easiest for protoss to secure it since they usually use zealots and dragoons for early defence.
Report, edit, etc...Posted by decafchicken on 2005-06-10 at 15:26:02
I'm not sure of this, but i think terran can control middle area pretty easily because of the choke caused by the middle expo's

P.S. Oh yea, as empyrean would say, YOU JUMPED ON TO THE GAYASS BIFROST BANDWAGON.
Report, edit, etc...Posted by trcc on 2005-06-10 at 21:26:29
There's definetly not enough space in the mains.. looks really nice just try to fix that !



Report, edit, etc...Posted by decafchicken on 2005-06-10 at 21:41:42
QUOTE(trcc @ Jun 10 2005, 09:26 PM)
There's definetly not enough space in the mains.. looks really nice just try to fix that !
[right][snapback]231975[/snapback][/right]

did you even read his post?
Report, edit, etc...Posted by trcc on 2005-06-10 at 22:06:58
Well I did, but how can u manage a base with those small mains.
Report, edit, etc...Posted by decafchicken on 2005-06-10 at 22:24:29
"large naturals."
Report, edit, etc...Posted by Yenku on 2005-06-12 at 00:10:54
What if your race doesnt allow quick expansions?
Plus, if you do, it is too hard to protect, it cant support your base.

Zerg has an advantage if you think about it, they can easily fit tech in thier main and just put a hatch and a few sunks at nat.

Report, edit, etc...Posted by decafchicken on 2005-06-12 at 11:44:37
QUOTE(Yenku @ Jun 12 2005, 12:10 AM)
What if your race doesnt allow quick expansions? 
Plus, if you do, it is too hard to protect, it cant support your base. 

Zerg has an advantage if you think about it, they can easily fit tech in thier main and just put a hatch and a few sunks at nat.
[right][snapback]233087[/snapback][/right]

While the forces take the other route into the main...
Report, edit, etc...Posted by MillenniumArmy on 2005-06-13 at 17:44:37
For some odd reason, I get this feeling that I've seen this somewhere...

Maybe it's cuz this map is good wink.gif
Report, edit, etc...Posted by noname on 2005-06-13 at 17:57:33
thank you for your posts. smile.gif

it seems the only real problem with the map is the concept of main/natural. so i finally decided to change it to some more standart-style. the mains got bigger (slitly but enought imo) and the naturals have been moved so that the second way around (from behind) is nearly closed. i also widend the ramps that lead to the middle and widend the middle itself as well. what do you think?

user posted image
Report, edit, etc...Posted by Chef on 2005-06-13 at 18:05:52
Sweet update, although the nat feels a little vulnurable to early rine rushes against Zerg (or just putting a bunk there, so there really isn't anything a zerg can do to expand early). Maybe make the ground behind it unbuildable?

Looks like a fun map to play, I'll try it when you release a new one.

ADDITION:
My bad... are there gaps in the nat's mineral patches? If there are you can pretty much ignore what I said. For what it's worth I'll leave it all there.
Report, edit, etc...Posted by Panschk on 2005-06-14 at 06:49:31
I don't like how you can attack the expansions from two sides. And I fear pathfinding problems when attacking who is on the left or right. Some units might want to take the top path, they would try to walk past the mining workers, which could really lead to frustrating situations. Having some doodads blocking behind the natural minerals would be good imo.

The overall look is cool, perhaps the middle needs to be a little wider, so that it can't be controlled too easily.
Report, edit, etc...Posted by Yenku on 2005-06-21 at 09:30:18
Sorry im reviving this.
I havent been here much at all lately, sorry, i try and get on as often as possible, i lost internet access and im at my friends house.

Although there are gaps in the minerals, I always dislike those kind of expansions. But keep it, each player has the same disadvantage.

I there going to be a final ver?
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