Staredit Network

Staredit Network -> Melee Production & Showcase -> (2)Periphial Blues
Report, edit, etc...Posted by NoPantsRepublic on 2006-06-19 at 20:48:11
I like 1v1 quiet, you...

Here's a pic of the map so far. I want to know if the layout is okay before I start adding a lot of detail (so please look past the blandness; it will be fixed soon).

96x96
2 players

user posted image
Report, edit, etc...Posted by Valug on 2006-06-19 at 21:08:55
[sub]Its balanced for the most part, just kind of boring. :/[/sub]
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-06-20 at 06:57:14
I agree with Valug, needs better decoration.
Report, edit, etc...Posted by NoPantsRepublic on 2006-06-20 at 14:21:15
So much for people reading entire posts...

Anyways, since the layout has been approved, I suppose, here is an updated picture. Later I will add a file attachment. The description in my first post is wrong, the map is 128x96

user posted image


Also, what are your views on alternate colors in melee maps? (as in cyan, chalky yellow, etc.)
Report, edit, etc...Posted by Valug on 2006-06-20 at 18:32:37
[sub]I didnt mean it lacked decoration, I was aware it did, I just said it was boring.[/sub]
Report, edit, etc...Posted by Yenku on 2006-06-22 at 17:58:39
valug usually speaks the truth. i agree with him completely. yet he doesnt explain anything.

the blandness is mostly because there will be no competition whatsoever for expansions. I would consider adding another mineral only expansion somewhere of strategic value. perhaps somewhere in the center or something.

another slight imbalance is that terran on the right can park tanks behind the water in the expansion in the middle. players coming from the top left cannot however.
I suggest using special editor for the bridges to allow the water to be straight, or you can just use the unbuildable ground as a land bridge.

well done though.
Report, edit, etc...Posted by NoPantsRepublic on 2006-06-24 at 01:47:18
Tanks can't reach the workers in the mid expansion if they are parked across the water, cause there are doodads on the edge.

But another expansion in a strategic position... I don't want to put it above the mid lake because it would too much of an obstacle, and in the middle would made the main battleground to cramped.

So perhaps two more on the sides of the mid expansion? That way you can block the way to the other expansion above.

And I would post the map up for download, but I'm in Arizona on vacation and typing from my dad's laptop, which has SC on it but not my map :l
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-06-24 at 15:43:53
It looks like a pretty good map, but it still needs to be a little better before it will be mass-played


Heres my sugguestions:

try something like fitting another base in at the top mid, making it accessible by bridges-only.

remove some minerals from the nearby expansion bases, that makes the map too rich in resources,

add slightly more minerals in the middle base, and try to fit in a second geyser,
along with making people able to sneak up behind the resources to attack the miners since this would require more micro,

try to fit something in the bottom middle, you might could also try putting ramps on those cliffs but without resources for easier sieging/air attacks
Report, edit, etc...Posted by NoPantsRepublic on 2006-06-27 at 16:30:44
I reworked the top of the map, so now there's a nice castle for peeps to bunker themselves in. Also, one more expansion, and mid is alot more rewarding. Keep the feedback coming! (and thanks to all those that helped so far)

user posted image


EDIT: Things not shown in pic:
-bridges in top mid are wider
-mineral layout for mains are different, but not significantly (same #)
-sunken ground behind expansions in top left and right corners are partially removed, since half of it was too small for units.
-a few more touches of beauty smile.gif

EDIT2: check it out here.
Report, edit, etc...Posted by Yenku on 2006-06-28 at 15:34:16
interesting, i was thinking more along the lines of putting 2 at each corner in that bottom middle thing and putting a ramp behind them to the high ground.
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-06-30 at 23:12:46
It looks like a very good map now, but it still has a little bit of room to get better


since you asked for more sugguestions, here they are tongue.gif

1. try to fit in some lower-levelled terrain at the bottom mid,
this makes it a more tactical area and makes it a little easier to defend

2. reduce the minerals in the starting bases, they are way too rich in resources, reducing the need to expand

3. the middle base needs less minerals and better placed gas (it's too far from base area,
discouraging zerg from building in it)

4. the top mid is a little too big, it should probably either be smaller or more decorated

ADDITION: It looks like you can't build in most the expansion bases, but it might be because of the small screenshot.
You probably need to test the expansions and the mid right base, and fix them if it's messed up
Report, edit, etc...Posted by NoPantsRepublic on 2006-07-01 at 12:55:14
Responding to your post (in mindboggling numerics!):
1. I agree that that area needs some work. I'm not quite sure what to do with it though. I'll add something when I'm not tied up with my new map (which I will post here soon)

2. There are 8 in main and 8 in nat, i dont think thats too much

3. So are you suggesting I move the entire expo or what?

4. Ya, that hill is kinda bland, but if I add any doodads I fear that hill may be too small... I'll toy around with it and see how it comes out

5. All the expos are tested and working... I may be new but im not sloppy tongue.gif

btw, it turned that main was siegable from outside (gasp!) so you can see the updated screenshot at bwmn
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-07-01 at 18:32:40
2. 7 should usually be the maximum you should use in a base, otherwise it's considerred a money map and prevents expansions

3. no, I'm simply sugguesting you move the geysers closer together (but to where a base is still build-able)

6. you did some sloppy work with the siege prevention, it should probably be mirrored from the other side
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