Staredit Network

Staredit Network -> Melee Production & Showcase -> Three old maps updated anew
Report, edit, etc...Posted by Volcove99 on 2005-11-16 at 20:03:23
My three most recent maps are now here, but update for the better.

user posted image

(2) Remnants of the Past
Updated:
  • Made pathing much wider
  • Moved nat closer to chokepoint
  • Added a little more room to main
  • Made terrain "prettier"
user posted image

(4) Twilight Stream
Updated:
  • Made possible expo in center
  • Added other minerals & expos
  • Added more objects & doodads into terrain
  • A few more minor adjustments
user posted image

(4) Washinton E.X.
Updated:
  • Widened Chokes for bases
  • Removed Cliffs & Added more openness
  • Added vespene into nat
  • A few more minor adjustments
[attachmentid=15276] (Zip file of all 3 updated maps)

I hope you like the modifications happy.gif
Report, edit, etc...Posted by decafchicken on 2005-11-16 at 21:42:38
The last thing Washington need was a wider choke. Now lings can run through and rape toss :/ Also, there is no choke at all on the nat which makes defending it after expoing impossible.
Report, edit, etc...Posted by Volcove99 on 2005-11-16 at 22:09:07
... last I recall from Yenku, the bridge choke = easy terran turtling, and hence rigged it for terran.

Its not that big, either. Just not so tight -_-

What of the other two maps? I took your advice when updating the space one <_<


As for the lack of choke, ugh I have no clue what I can change to make that work. Unless someone can suggest a good idea on how to modify it, probably that will have to remain -_-
Report, edit, etc...Posted by Valug on 2005-11-17 at 08:12:19
[sub]I could make the bridge slightly bigger for you via extended terrian.[/sub]
Report, edit, etc...Posted by Volcove99 on 2005-11-17 at 17:01:00
Well thanks, but unless it is modified again, such a venture will have no point to it. Main problem is trying to make an effective choke for the nat, which I can't think of a good way to do.
Report, edit, etc...Posted by starparty on 2005-11-17 at 21:03:00
a totally honest post. Im here to help and noone will gain anything in me telling maps look good when they clearly cant be on a competitive level (which always is my goal)

On remnants of the past you're on to something, but its not finnished yet,
* Bigger mainbases, extend them to the corners, and remove that anoying doodad in them.
* Wide up the space outside the first expo
* place centerminerals so units wont risk walking through workers mining, and bug up.
* wzup with 3 mineralpatch expos, no1 will actually use them tongue.gif
* make sure tanks cant drop on the little island just outside bases (with doodads on)
* Extend the aREas at 10 and 4 to make the map slightly bigger, and make the gas epo bigger out there somewhere.
* Make islands bigger, add gas so they hold more strategical value.
* Remove the 12 doodad propellers, or what they are, on the platform around the center.
* Read "The Gas-issue" article on bwm.net and correct that (only needed in main)
* Overall, wide up paths here and there. Teran vs protoss will pe a biatch otherwise.

Decoration is ok though. Looks nice and serious.
______________________________________________

Twilight stream
I dont know your ambitions with this map, but 192x192 (or is that even 256??) is just not suited for competitive play and this map is scrap in my eyes. period
(sorry)

______________________________________________

Washington EX seems generally awkward and is nothing compared to remnants, so i say focus on remnants and make it really good. The others will never stand up to higher quality than gaming with your close friends without total rebuilding, and then you might aswell start a new map with a better concept all togheter.

/sp


ADDITION:
here is a general understanding of what i mean.
But you should redo it yourself so it fits your style better.
Report, edit, etc...Posted by Volcove99 on 2005-11-21 at 18:55:17
The way you made it, though, makes it lose the theme altogether. Probably I'll just keep it like that, as I'm not going to make 10 versions just to make it perfect. If its not, fine, its not like its for serious gaming.

Thanks for advice though; I'll keep it in mind for the next map.
Report, edit, etc...Posted by Freedawk on 2005-11-23 at 13:10:50
I might be going offboard but, I think that the Twilight Stream map looks a little too big. I am used to moderately small maps so some people might disagree with me. BUT, it's nice for a big stage.
Report, edit, etc...Posted by Hofodomo on 2005-11-23 at 13:55:54
An arena-type melee? Eh, might be fun with a purposely-made insanely big middle space just for dueling it out.
Report, edit, etc...Posted by Volcove99 on 2005-11-23 at 19:45:59
Well, origionally it was a 6 player map, hence the 192x192 size. Sort of had an idea for a non-money "team base" concept, where teams shared one side of the island, with the river splitting it down the middle. I couldn't find a good way to make a middle base (mid left/right) match the ones closely enough for the top left/right, so I just kept it like that. Makes it a little bit more unique, I suppose.

I'm sorry if it doesn't fit the typical melee setting, but I still like it. <_<
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