Staredit Network

Staredit Network -> Melee Production & Showcase -> (2) Exodus
Report, edit, etc...Posted by Slayer_dt_ on 2006-01-01 at 12:25:49
I made this map with some thought at least.. but i still have problems with the expo and stuff.. hopefully this is at least even a bit OK omg..
Report, edit, etc...Posted by Valug on 2006-01-01 at 14:15:15
[sub]Too much empty space, too many flanking locations, ugly, how do you expect zerg to defend its nat? Its going to have hard enuogh time tring to defend three entrances.[/sub]
Report, edit, etc...Posted by Yenku on 2006-01-01 at 14:25:05
To make a decent/playable map follow these easy steps:
1. Read this - http://www.staredit.net/index.php?showtopic=10191
2. Look at some pro maps - http://www.wgtour.com/map.php?datab=broodwar and study how the tips given in the first link are applied, like the chokes, minerals, expansions, spacing, decorations, doodads, etc.
3. Try making your own.
Report, edit, etc...Posted by decafchicken on 2006-01-01 at 15:36:33
3 entrances into the main, why didnt i think of that. Damn you're gosu.
Report, edit, etc...Posted by Slayer_dt_ on 2006-01-01 at 20:18:36
QUOTE(Valug @ Jan 2 2006, 03:15 AM)
[sub]Too much empty space, too many flanking locations, ugly, how do you expect zerg to defend its nat? Its going to have hard enuogh time tring to defend three entrances.[/sub]
[right][snapback]395743[/snapback][/right]

What do you mean by too many flanking locations?
(P.S Thx yenku for the links)
Report, edit, etc...Posted by Valug on 2006-01-02 at 01:04:35
[sub]Mainly meant the 3 entracnes into the base.[/sub]
Report, edit, etc...Posted by Slayer_dt_ on 2006-01-02 at 03:25:07
Oic.. so what if I remove the 2 ramps at the sides?
Report, edit, etc...Posted by Valug on 2006-01-02 at 03:52:36
[sub]I would try to make it so theres only one entrance, and that entrance has a nat that can defend it. [ For Zerg's sake ][/sub]
Report, edit, etc...Posted by pekkel_the_duck on 2006-01-02 at 19:02:25
user posted image

The picture has some stuff that could improve your map. You don't have to follow them to make a good map, but some things are required for one, such as adequate building space, a base that is defendable, and a natural that isn't too difficult to take. Most of the stuff can probably be found in the guide linked by Yenku. Once you get those main things that make a playable map, you can experiment and make different, unique, and fun maps to play. cool1.gif
Report, edit, etc...Posted by Arden(WoF) on 2006-01-03 at 15:26:40
I feel that this map is just a flat plane with random holes and walls; don't get me wrong it looks cool, and it might play ok. But I feel that maps should flow with the tileset, act as an actual geographically possible area. This usually allows for a bit more strategy, opening up ridges and islands, etc.
Report, edit, etc...Posted by Yenku on 2006-01-05 at 21:26:41
Pekkel thanks for saving me 10 minutes.
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