Name: Boundaries Players: 2 Tileset: Space File Size: 59.15 Kb Author's Notes:Thsi a cool 1v1 map made in the space tileset. The lower-middle expansion of the ap will probably be a "hotspot" which players will fight over constantly as it is the only other mineral/gas expansion available other than the players own mineral/gas expansion.
The expansions on the top corners have a little entrance by the players base so they can get in easily but getting inside the expansion through the front door is very risky because you must pass through some low terrain surrounded by cliffs in which your units could get killed easily.
Loots of dooads and strategic terrain has been placed throughout the maps for micro, for example there is rusty pit and the elevated catwalk in the middle of the map. I placed lots of doodads because personally I love microing.
"Microing is what separates the good players from the elite"
-Caim
To download the map, look for the link in orange at the bottom of the post t download the map from the Downloads Database.
Updating Log:UPDATE: Cliffs removed, confusing starting locations removed.
UPDATE: Gases expansions added, easy acces to gas expansions at top added.
UPDATE: Some doodads were added, some ugly terrain bettered and some other terrain features added.
UPDATE: Balanace issues
UPDATE: some doodads changes, distances from start loc to bottom-middle expansion balanced
Please post feedback, PLEASE
The map was accepted into the
Pro section of the meele maps in the DLDB
LINK TO THE DOWNLOAD IN THE DLDB As far as i can see, the map is turning out to be quite imbalanced.
I don't know if you aren't finished with teal but it's unfair that Red and Blue have cliffs right next to their main and teal doesn't.
I also thinkt hat having those cliffs right next to minerals in main base in unfair for some players because terran would just put siege tanks there and it's game over.
Its a TWO player map, teal ISNT a player. Anywaay about the cliffs near the main minerals, I thought about this too, and I think I'm going to put space there then.
On the other hand I may make it a three player map.... Dont know.... Probably not.
ADDITION: I'm removing the other start locations to clear the confusion.
ADDITION:
How many gas expansions should I add?
Since there is a total of 2 players in the map i would suggest a total of 5 Vespene Gas.
1 at each main base per player(2)
1 at each expansion for each player(2)
1 big gas at an expansion that both players would have to fight for in the middle or bottom middle(1)
Thanks a Ton, I'll go do that right now.
Grr, I cant give you more than one karma
.
ADDITION:
How many minerasl expansions then? I'm thinking of adding another mineral expansion in the empty middle-top part.
Same amount of mineral expansions, but make additional small ones without gas.
Cool little melee map for a 2 player map..Good Job
Thanks, well, technically this is my first meele map.
I'm open to suggestions so I can change it and upload it to the DLDB soon.
This map seems to be a bit rigged for blue. A smaller entrance, closer to the bottom, and a larger base area. Although symmetry always seems to balance a map, you didn't not perfect it so the bases are a bit awkward here and there. Rigged for Terran perhaps, using Siege Tanks and walls to completely annihilate the enemy.
Interesting reply. I really don't think its rigged for terran. I'm adjusting and adding the final tweaks as I post this to balance the base sizes and etc. What do you mean blue is closer to the bottom? If you are referring to the start locations, they are EXACTLY at the same height
.
I didnt want to make this map look completeley symmetrical.
I will measure the entrances and the bases to fix them then I will test for mineral gathering anomalies.
ADDITION:
Blue's base IS a bit bigger, Entrances are the same.
ADDITION: Bases should be way more equal now
The map is coming along quite nicely, but I don't like the top midle area, where all those location and doodads(which are all the same) are. It's just way too easy for a player to get to the other's expansion by just walking through there.
You should make it so that the expansions are smaller and the area where the doodads are is the lowest terrain posible and surrounding that would be high cliffs. That way it would be very hard to invade the other player's expansion but if you can work fast enought you can take control of the whole top middle area which would be of big strategic importance.
When I say distance to the bottom, I mean in terms of moving there with a ground unit. Try a simple trigger and test it. From Red's start location to the middle bottom minerals. From Blue's start location to the middle bottom minerals.
Something like this.
Also the part that I changed will be much wider than I the screenshot that I postsd. It will be like this:
____________________________________________________________
|...............|========FROM HERE TO HERE========|....................|
This is the top area of the map. The changes that I made would be the size of what I said in the picture.
I dont get it, what would I do with that? add an expansion up there?
I understand the drawing, what I dont understand is why I would do that.
Maybe that Very High yellow terrain I drew there was a little 2 much. The idea to have lower terrain in there is so that it's harder for one player to attack the other expansion from the back entrance. That way if a player controls the area surrounding the lower area, he/she would have a big advantage thus creating this hotspot in the map which is crucial for both players.
I see what your saying. That way both upper expansions would be better defended and harder to get inside them. I'll try it out and see how it looks.
ADDITION:
I whipped up something quickly, here are the screenshots:
Something like the third scrrenshot would be nice.
The idea is that when you want to go from one base to the other, you would have to use the ramp to go to the lower terrain, where you are more vulnerable to an attack.
Ok, done. I made it look better now and now it IS risky to enter the upper expos with that lower terrain there.
Here are the screenshots:
sorry, but im just not a fan of this map. its ok, but i just dont like the idea. its, i dunno, its just odd. make the suggestions keg made and itll be better, 6/10 (only cause i just dont like the idea of it, it is balanced though, somewhat)
I dont know why you would say that because I implemented Beer's idea 100%. Just look at the post above you. He was saying I should add some lower terrain surrounded by cliffs and with remps up there to make it harder for players to get inside the other players expo. That is exactly what I did.
ADDITION:
Can someone with the ability please remove the "under construccion" on the map title.
Done. You also have the ability to remove that. Just go edit the first post and esit the titles.
Hmm, red's base is a lot smaller than blue's.... and what's with those passages at the top you can't really reach without a dropship? You could place an expo there instead...but I'm a little late so if you can't fix those, it's a'ight..
**And Beer, I think you're accepting just a lot of so-so maps into the Pro section( not saying your map is bad or anything Caim, just some little balance issues) Maps there should be of very, very high quality and some maps in regular are just as good as some in the Pro section.
EDIT: That dip and catwalk in the middle is also a bit unneccesary, unless you put some mins in the dip or something. Can't think of a reason why catwalk should be there, siege tank horror for everyone else(zerg/toss). Also, the ramps at expos 5 and 7 have small/narrow passages. The bases also don't have natural expos, big no-no for zerg since for many zerg, if you can't do 9-hatch build you are in a big disadvantage to terran/toss, with the m/m combo and zeal rushes. You could try to make more land in the poen space behind it. Again, siege tank thing. Also, terran could just stick 3 bats there plus 3 meds and not even 100 zerglings can do anything about that...
I'm with pekkel on that, a lot of the maps in the pro section were dissapointing.
The base sizes are 95% the same size, I know have to do the bases 100% but thats just a tiny detail. There ARE a couple of things to fix, but I was going to submit the map to the DLDB as soon as it was "ready" for it, and since I am making this I define when "ready" is. In this case it means 95% complete map.