Staredit Network

Staredit Network -> Melee Production & Showcase -> (2)Orbital Abomination
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-06-17 at 16:00:40
Tileset: Space
Players: 2
Size: 128x128

Again, a new version. Added forgotten expansions.

user posted image
Report, edit, etc...Posted by Valug on 2006-06-17 at 18:31:25
[sub]How many times do I have to say this. If SCM->Jpeg is not working, open and resave the map in Staredit.

Your SCM->Jpeg is fine, your map how it is did not work, but once I resaved it in Staredit, it worked fine.

As for the map, imbalanced, terran push ftw.
[/sub]
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-06-18 at 09:24:39
Any suggestions to make it better? Seriously, I can take criticism but if you don't tell me where I go wrong there's little I can do.
Report, edit, etc...Posted by Valug on 2006-06-18 at 12:01:21
[sub]Well, theres no open areas to battle. All there is are thin paths connecting the bases, making it very easy to terran to push with tanks, and because there is no room to flank, theres nothing any other races can do about it.

As to what to do about it, thats up to you. You could make the middle area ( With the 3 expos ) one big area, and get rid of the high groud blocking that area.[/sub]
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-06-18 at 14:34:22
I'll try something like that. Would it help if I widened some of the bridges?
Report, edit, etc...Posted by Valug on 2006-06-18 at 14:44:45
[sub]I dont think that would ne enough.[/sub]
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-06-18 at 14:48:58
I meant in addition. But seeing as you said "I dont think that would ne (I assume you meant 'be') enough" it sounds as if it would do something tongue.gif

Edit: Added new version. Does anybody else but Valug visit this forum...? At least he's good at what he does.
Report, edit, etc...Posted by NoPantsRepublic on 2006-06-20 at 14:50:13
I like the big island at the bottom; it's like a whole other battleground for the two players to fight over.

My Unqualified Suggestions:
-Red's mineral layout is funky... Blue's looks much better
-remove the pits circled in red
-remove the highground circled in red
-All the expos are far away... might want to make 2 closer
-The only expos w/ gas are the mid one and the bottom-mid one; add two more geysers at any of the closer expos

Ignore the bridges I circled.... I was going to tell you to widen them, but that would just screw things up

user posted image
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-06-20 at 15:12:13
Crap. Forgot to put the expos back in... Well, just so you can know, there are supposed to be expos (with gas) in the islands closest to the mains. Sorry about that...

ADD: And that highground's there so you have to mine to get larger units through or you have to go around... Just to add a little extra strategy to it.
Report, edit, etc...Posted by Yenku on 2006-06-22 at 18:07:01
QUOTE
I like the big island at the bottom; it's like a whole other battleground for the two players to fight over.
Romanov Standoff anyone?

QUOTE
My Unqualified Suggestions:
-Red's mineral layout is funky... Blue's looks much better
-remove the pits circled in red
-remove the highground circled in red
-All the expos are far away... might want to make 2 closer
-The only expos w/ gas are the mid one and the bottom-mid one; add two more geysers at any of the closer expos
I agree with the mineral layout, and the expo stuff, but dont remove anything, just lessen it or change it. A small pit can add a ton of strategic value to the battlefield.

The problem with the middle is that terran can take that and turtle in it with 3 mineral lines and a geyser. if units are ordered to move from one base to another, they will cross the mineral line in the middle with scv's this will create a major problem with unit pathing.
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-06-22 at 19:55:06
QUOTE(NoPantsRepublic @ Jun 20 2006, 02:49 PM)
I like the big island at the bottom; it's like a whole other battleground for the two players to fight over.

My Unqualified Suggestions:
-Red's mineral layout is funky... Blue's looks much better
-remove the pits circled in red
-remove the highground circled in red
-All the expos are far away... might want to make 2 closer
-The only expos w/ gas are the mid one and the bottom-mid one; add two more geysers at any of the closer expos

Ignore the bridges I circled.... I was going to tell you to widen them, but that would just screw things up

user posted image
[right][snapback]510118[/snapback][/right]


1) Balanced out Red's funky minerals with blue's funky nat.
2) Pits reduced.
3) Added forgotten expo
4) Forgotten expos had/have gas tongue.gif


QUOTE(Yenku @ Jun 22 2006, 06:06 PM)
Romanov Standoff anyone?

I agree with the mineral layout, and the expo stuff, but dont remove anything, just lessen it or change it.  A small pit can add a ton of strategic value to the battlefield.

The problem with the middle is that terran can take that and turtle in it with 3 mineral lines and a geyser.  if units are ordered to move from one base to another, they will cross the mineral line in the middle with scv's this will create a major problem with unit pathing.
[right][snapback]511441[/snapback][/right]


Changed central island accessability completely. Hopefully better now?
Report, edit, etc...Posted by Yenku on 2006-06-23 at 15:49:28
so, its looking a bit better. if i were you, i would consider adding a neutral building in the backdoor or thin it out a bit so its blocked easier.

the middle is looking a bit better, maybe widen the mineral blocks so its 4 long or so.
Report, edit, etc...Posted by NoPantsRepublic on 2006-06-24 at 01:32:13
Ew... neutral buildings

Terran can turtle too easily, so more open space is needed. My suggestions will open up the middle battlefield, but if you find a better alternative, go for it!
Report, edit, etc...Posted by Yenku on 2006-06-28 at 15:19:39
ew?

just listen up you little whore. without a neutral building at the backdoor then early game matchups are terrible. they can be destroyed, it keeps things open, its just keeps the game balanced early on. trust me, i know much more of this than you.
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-06-28 at 16:32:35
Well, I skinnied it in a new version and changed a few other things... I'll update it sometime soon. But I don't think I want to add a neutral building. In my opinion it would be sort of ugly and out of place.
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