Staredit Network

Staredit Network -> Melee Production & Showcase -> (2)Nomad
Report, edit, etc...Posted by Valug on 2005-11-05 at 20:26:38
[sub]This was accually going to be a 4 player map, but I kinda ran out of room toward the top. Give me some feedback.

[attachmentid=15049]

Pretty much think of this as a Divided Conflicts Two. I had that idea in mind when I made it, except it was going to be 4 players.[/sub]
Report, edit, etc...Posted by starparty on 2005-11-05 at 20:53:54
with a few corrections this map can be really nice.

First of make sure to decide how you want the chokes to be blocked, and then make them even. as it is now i think it is the right pos which have a bigger choke.
When not using ramps as chokes, make sure they are quite small since that will give protoss a chance to defend it vs zerg.

Second, the symmetry. The map tends to lean i little bit to the right which hurts my eye a bit smile.gif

The center has enough space to be constructed in a way that gives more emphasis on strategy. perhaps more trees and such to hide under. A symetrical design will also recieve better response from the random shallow player tongue.gif

lastly the expos, the first exp is not bad, but it wil be very hard for zerg to defend good on 2 fronts. Perhaps add a little expansion at the first choke in the main base so z can fast exp there with some gain.
For other races the first exp will be cool in tactical points of view.

Also make the island a littl bigger so its not too easy securable.


Dont give up on this, it can be really nice
Report, edit, etc...Posted by Valug on 2005-11-05 at 21:47:18
[sub]Map Updated

-Made chokes smaller
-Added expos outside mains
-Made island bigger


Theres already alot of trees in the center, the picture does not show dodads. And I don't feel like fixing the whole map to fix the slight symmetry issue, your eyes will have to deal with it. smile.gif[/sub]
Report, edit, etc...Posted by decafchicken on 2005-11-05 at 22:20:28
Reinstating the fact that this map and you have potential: Your maps are progressively getting better. This map while rough around the edges shows a bit of creativity and basic map making skills, and is a far cry from your first map.

The nat is wide open, hard to defend, and combined with a second entrance directly in to the main, it could be a bit hard to defend. Also work on the decorating. The doodads showed you tried, but it takes a combination of terrain, doodads, and creativity to map a map look pretty, not randomly placed doodads.
Report, edit, etc...Posted by Valug on 2005-11-05 at 23:42:36
[sub]Take a look at the map in the editor, I personally think the terrian looks really good.

[attachmentid=15054][/sub]
Report, edit, etc...Posted by NerdyTerdy on 2005-11-05 at 23:46:17
I like it, except it seems like it is too big for a 1v1 map.. I don't know if that's true or not, but usually I like a smaller map for 1v1s.
Report, edit, etc...Posted by decafchicken on 2005-11-06 at 00:38:01
QUOTE(Valug @ Nov 6 2005, 12:42 AM)
[sub]Take a look at the map in the editor, I personally think the terrian looks really good.

[attachmentid=15054][/sub]
[right][snapback]349301[/snapback][/right]

Eh, most people look at maps in the screen shot wink.gif

Your terrain is too grouped, it looks better when it's varied. Just try mixing it up some and be creative.
Report, edit, etc...Posted by starparty on 2005-11-06 at 08:08:19
give more buildroom at the mineral only

and the corner expes, think about removing the path above them because it will be very hard to take any of the top 3 expoes when they are so easy harrassable-
Report, edit, etc...Posted by NerdyTerdy on 2005-11-06 at 12:19:37
Valug I looked at this map again, and I like it a lot.. I'm going to try to play it with someone smile.gif. Like I said in another topic of yours, I know my opinion doesn't really matter to you since you think I'm pretty much an ultra newbie, but I still like the map.
Report, edit, etc...Posted by Yenku on 2005-11-06 at 19:33:26
Gj valug.

The min only does need more building room, but you did put large mains, so it could compensate.

The map is definately slanted, you should keep distances from different places equal. I know alot of people say that symmetry is bad, but don't listen, its easier to make good maps with symmetry.
Report, edit, etc...Posted by Valug on 2005-11-06 at 23:07:22
[sub]In concept its symmetric, I don't think its bad enough to effect gameplay, so im not going to mess with it. Im also too lazy to go fix it.[/sub]
Report, edit, etc...Posted by starparty on 2005-11-07 at 06:48:35
atleast give enough space in min only to make zerg creep spread a bit so he can defend it.
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