Staredit Network

Staredit Network -> Melee Production & Showcase -> (2)Pits and Cliffs - Contest submission
Report, edit, etc...Posted by dumbducky on 2006-11-10 at 10:27:44
I apoligize that the image is so tiny, but SCMJpg keeps corrupting the resource placement. I still need a title. Any suggestions?

Here's the image:[attachmentid=21512]

Here's the map:[attachmentid=21515]

I give up. The resource placement insists on corrupting itself.

EDIT:NVM, SI showed me his save to bmp feature.

Newest image:user posted image
Report, edit, etc...Posted by FizzleBoink on 2006-11-10 at 16:41:02
A map name that I'm suggesting is Turf War. I say this because of the wide open space between the two bases.

I think this map asks for six pools since it's a straight run towards the opponent's base. Maybe add some obstacles to the center?

You're lacking a ramp on the lower right side for Player 2 (this is what I'm seeing from the map screen shot.)
Report, edit, etc...Posted by dumbducky on 2006-11-10 at 17:08:46
I'm uploading a new version right now. Basically, I stuck a big pit in the middle of the map and added the right lower ramp.

Renamed (2)Pits and Cliffs.

I've been thinking, should I open that part above the pit? Or do you think it's fine?
Report, edit, etc...Posted by Yenku on 2006-11-11 at 09:16:16
You have a basic layout ok, but changes need to be made. I suggest whenever you have a one way path, especially with ramps, to the other player, the path should be wider. A terran player, will have an easy time defending an expansion and his main while protecting one choke point.

I suggest you either make the bottom portion more valuble with some more expansions (dont over-do it). And elongate the path between players somehow.
If you need help, ask.
Report, edit, etc...Posted by dumbducky on 2006-11-11 at 09:20:04
I thought the same thing, but was too lazy to say anything. I'm thinking maybe I should downsize the bottom of the pit and open up the area above it by deleting the doodads. Does that sound good?
Report, edit, etc...Posted by Yenku on 2006-11-11 at 09:30:40
I would push the pit as far down as it can go, separate the bottom, add an expansion or two down there, and when you have all that new space in the pit, you will have see what you can do to lengthen the path.
Lets see what you do, if it needs more help after then we can, we need to get all the other chores out of the way first.
Report, edit, etc...Posted by dumbducky on 2006-11-11 at 09:53:52
I've made the path to the enemy base longer, and added a few expansions. The all mineral expansion has 2000 in each pile, except for the tiny one in the middle with 32 minerals. As soon as Imageshack uploads the file, I'll upload the latest pic.
Report, edit, etc...Posted by Koltz on 2006-11-11 at 09:54:40
there needs to be a minonly expo where the bottom ramps are
Report, edit, etc...Posted by dumbducky on 2006-11-11 at 10:01:53
Here's the latest ver:user posted image

There really isn't any room for a mineral only expansion.
Report, edit, etc...Posted by Chef on 2006-11-11 at 13:59:30
There is room on the lest and right sides of that little high ground path thing. It would also make some sense there, since it helps defend your base, but for more risk, you could take the gas expansion.

The pit isn't symmetrical, move the ramps on the right side down, and add more pit till it's even with the left.

Also, it'd be a good idea to make more high platform where the ramp leading up to the path is. As it is now, it's very tight, and thus hard for Protoss to climb. Just add some high platform tiles toward the edge of the map, and it'll be better.
Report, edit, etc...Posted by SpiralEdge on 2006-11-11 at 18:37:19
Need a closer expo. Solution would be to move ramp and curl in a section so that you could fit an expo in there. Need to change the middle or something... Its a good idea but the execution is bad. The area of movement around it is too small and I can't actually see any players meeting in the middle to battle which makes for a large wasted space. I would also change the ramps around it if you plan on keeping it. Next, the battle area which I suspect is that huge bridge connecting the two areas in the best possible manner is way to T dominant. You need larger ramps or just a better way to get up there. You also need to make more of a reason for actually getting up there and pushing against the enemy, as of now I don't see any reason why I would push any units up there to battle. Next, make it so that area is not so buildable, Terran really does smash this map with all the ledges and chokes. Finally, change the bottom area or make the map smaller. I would make the bridge smaller and curve it out so that its like a crescent, then I would fit two expos on the corners making it look all neat and stuff but thats my opinion. If you don't understand I'll draw it out for you.

Gj.
Report, edit, etc...Posted by Koltz on 2006-11-12 at 15:30:53
Im really not liking the pits, because in TvP, terran can easily set up a contain or even a n easy turtle by defending from the high ground. Generally the only way to take out a turtle terran when ur protoss is to tech to carriers or flank, and flanking will be really hard on this map i think.

Yes, and what pinkprincess said, the minonly expos should go in the left/right sides of the high ground at the bottom.
Report, edit, etc...Posted by Yenku on 2006-11-12 at 15:50:20
Great suggestions guys
Report, edit, etc...Posted by dumbducky on 2006-11-13 at 16:17:43
Spiral, please give me the picture. It'll be a lot easier to understand than that long rant you've got there. And a visual is always better.

Should I downsize the pit or increase the size?
Report, edit, etc...Posted by Yenku on 2006-11-23 at 11:29:49
Sorry, I'm accepting it as is for the contest, should get on top of it a little faster next time.
Next Page (1)