Staredit Network

Staredit Network -> Melee Production & Showcase -> (4)Quadrants
Report, edit, etc...Posted by Minority on 2007-01-21 at 00:07:16
I'm just getting back into StarCraft, after after a few months of... umm... not playing it, and I spontaneously decided to make a melee map.

Updated updated image:
user posted image

It's probably imbalanced as hell and the name and description could use some work, but I was too tired to care when I made it.

Yeah, um tell me what's right and wrong about it.

EDIT: The download is no longer up-to-date, I will probably update it when the map is finished.
Report, edit, etc...Posted by Yenku on 2007-01-21 at 08:36:14
Not a bad start, though still many issues to work out before its balanced enough to play.

Zerg can't fast expo they way the natural is setup because if they put a hatchery there, the creep doesnt reach toward the entrance of the main, so they can't protect both without adding another hatchery, which then weakens thier defense and so on. So basically, just move the nats closer to the choke (or even against the water so theyre harrassable). And when you do that, add more minerals to it and probably a gas.
Make sure each choke is with rax and depot at least, on a map like this I would make it wallable with a barracks.
Find a way to open up the high ground mains, probably just using a wide ramp, or adding other ramps.
Use unbuildable terrain.

I'm trying to think of ways to fix balance, once you put the nat in front of the main, it will be very zerg oriented. Maybe leave the gas out of the natural, like in Nostalgia. We'll see once you get more done on it.
Report, edit, etc...Posted by Minority on 2007-01-21 at 11:06:09
Ok, I've moved the nat up to the water and put in some more minerals, added another ramp to the high expos and put in some rocky ground.

The bottom main's chokes aren't wallable by a rax by itself, but I couldn't find a way to close the choke anymore without making it appear too small (well, mabye I could use a doodad).

EDIT: Whoops, you can wall the bottom chokes with a rax, I just wasn't paying attention blushing.gif .
Report, edit, etc...Posted by Yenku on 2007-01-21 at 14:01:11
GJ with mineral/gas issue by the way.

Your natural and choke situation is still odd, make sure you check tank distance from islands to the nats.
Report, edit, etc...Posted by Minority on 2007-01-22 at 13:33:56
Ok, I've made the islands smaller (damn Terrans and their damn tanks), added a high ground wall-kinda-looking thing outside the choke and placed the nat against it, forming another choke (well, not really a 'choke', more like a 'gag').

There's a couple of things that I can do with it now:

1. I can move the high ground from the main choke closer to the gag, forming one choke.
2. I can move the wall up to the high ground expo which will force units to up and down the ramps, although this kinda defeats the purpose of having two ramps in the first place.
Or, I could leave it like it is.

PS: Save and play around with the map image in Paint, and tell me what you find.
Report, edit, etc...Posted by Yenku on 2007-01-23 at 19:42:56
uh oh. another issue. I hate to say it, but terran can tank other peoples nats from thier own. =/
#1 isnt bad
#2 wont work.

I'm not sure how you plan to fix this while keeping it simple. So my suggestion, unfortunately, is to start a new map. Watch distances from players mains, keep the same idea if you want, just be sure to watch for problems that youve had on a map like this. An alternative is to make the map rotationally symmetrical (maps like nostalgia or luna). If you don't know what it is I can explain.
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