1v1 128x96 ice world
6 expansions between 2 players
Here it is:
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this is unprotected so plz dont steal it. im open to criticizim.
oh yea, i dont have a name yet
I don't know why people say "Don't steal it please" it is not like the guy that plans to steal will change his/her mind because of that and not steal. I think it actually motivates them to steal it.
Anyways enough of that...the map seems pretty good. Just that red looks like they have more building space than blue.
no, i measured them kaboom, i take all that into acount.
ADDITION:
also, if your going to make a suggestion, play it first, and then you actually give me details on the map, im actaully half way through my first game on it.
I Downloaded it yenku, As far as im concerned, The map is pretty cool, I would love to play you in it
thanks puni, but could some one plz give me something to improve? or a scale of 1-10 would be nice too.
I'd rate it a 9 out of 10. I'm not sure if its just me, but I think it'd really be great to have something in the middle of the unbuildable terrain in the middle, like a small hill.
It's probally just me though.
do you have any suggestions?
QUOTE(Voyager7456. @ Mar 3 2005, 06:03 PM)
I'd rate it a 9 out of 10. I'm not sure if its just me, but I think it'd really be great to have something in the middle of the unbuildable terrain in the middle, like a
small hill.
It's probally just me though.
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I think he already did. A small hill
oh lol, i dont think that would go nice tho,
maybe i should use some outpost there?
Yeah, Outpost would work too. When I said "hill", I just meant some sort of elevated terrain, not necessarily High Snow.
does anyone else think i should add that? and i would like to know what kind of grade i would get out of ten.
I think it's kind of scary that you put a cliff just outside the player's main entrance... that and red only has one that can be cliffed while both of blues could be seiged... Also having mineral only nats and gas islands gives and advantage to terran, as they can float a CC to the island while the other races are stuck with 1 geyser.
i didnt get what you just said, could someone translate?
im thinking of adding a mineral expansion for each player some where, any hot ideas?
Translation:
Player 1 has a base that is open right next to him
Player 2 could easily be tank rushed
This map has gas in places where terrans could float a command center over while others are stuck with one guyser
Translation end.
thanks for the translation and heres my reply to PsychoTemlar:
The floating command center thing could be done to many other maps, the Command Center that is floated would be bult and would get there about the time it takes for a zerg or toss player to get a dropship or upgraded overlord. i dont think that will matter to much. and besides, a pro player would think of that and kill the defensless CC while its moving at 2 miles per hour.
Edit: Oh and how can blue be tank rushed faster than red? i dont get it..
here i took out the moguls and added outpost.
Okay, I'm going to try to make this clearer, both blue and red can build a CC within their base and then float it to an island, the island is very close to the main, and thus it would only take a minute. Should the opposing player rush dragoons or hydras there all the terran would have to do is set up a few tanks on either his mains cliff, overlooking the path the CC will take or, if the terran has already taken advantage of the middle cliff overlooking the entrances to his or her enemy's base, it would be incredibly difficult to get to the CC without losing a whole lot of units, not to mention the fact that a good Terran always has a steady force of m'm against zerg who could easily clean up what's left of the Zergs attempt to kill the CC. Protoss dragoons would most likly be too slow to make it to the CC in time. As you may know, some Terrans like to rush their first expansion, and if they're good enough to keep up a small defense it almost always works out for them. By the time the other players have drop ships the Terran will easily have set up a few turrets. As to your question about how can blue be tanks rushed faster the answer is: not faster, more effectivly. Look at the ramps leading down from the main and look at the cliff in the middle. Red's southern ramp can't be hit by tanks while both of blues can be hit by tanks.
oops forgot to post the screen shot, here it is, i also cut back the high ground on the right so tanks cant get both of blues entrances, and added some doodads other places.
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The map is very unbalanced to what I can see.
Zerg already lost because there are so many chokepoints. The only way to go from one area of the map to the other involves a chokepoint.
Terran would have an easy time defending because of all those chokes and that cliff in the middle. Plues the river makes an excelent protection to siege tanks on the other side.
Protoss is pretty decently balanced.
you always say zerg are screwed when there are lots of choke points, why?
Probably because zerg players generally go for vast armies and they need them to be attacking all at once. Nobody likes a line of death.
Lurkers own choke points though.
Not if the terran has say... one tank.
i think im going to abandon this map, i dont like it that much
QUOTE(PsychoTemplar @ Mar 6 2005, 08:45 PM)
Not if the terran has say... one tank.
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then get a gaurdian.thanks phlem, for defending my map, lol.