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I suppose the map isn't too bad... although it's a little difficult to get to the enemies main base and/or expo if he expos soon, which makes for long games (not necessarily a bad thing) I would like to see a PvT match on this map... it'd be interesting.
How do these small stairs work? Can only medium (zealot, probe, hydralisk) and smaller units use them or can lurkers, goliaths etc use them too?
The pathfinding _could_ be a problem if you do "a-klick" from your mainbase to a position far away, we will know when we play the map. I do not like the look of the map too much, but gameplay should be solid. Perhaps you could play around (Does that expression even make sense in english? I want the equivalent to the german "herumspielen" (herum=around, spielen= to play)) with some other terrain types just to make the look less plain.
Everything can go up those stairs except ultras, but larger units have trouble going up.
And yes, the exact phrase in english is "playing around".
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How do these small stairs work? Can only medium (zealot, probe, hydralisk) and smaller units use them or can lurkers, goliaths etc use them too?
Lol, who the hell knows, just use a ramp. i remember like 4 years ago when i played campagin, i tried to get a tank up, i forgot if i did, but it was VERY hard.
About the map, not bad at all.
Its nicely done
put the minerals at mains together. Vary the terrain more, looks a bit plain, and add more solar panels, tank pushes will be to easy. Terran can grab thier nat easily and protect it with tanks and just push through after time.
Protoss can expo pretty easily as well, which is why i think TvP would be nice on this map
I made some modifications.
yenku stop saying tank pushes are too easy for every single map that is posted here. Terran will have quite a hard time getting his 2. expo, just like on jrm. Jim raynors memory has many cliffs terran can use to his advantage so that it is a well balanced map, but tanks push are not that powerful.
us non-terran users are always scared of tank pushes
Hmm.... this is okay, its not the most advanced map, but its good. GJGJGJGJ!
Your one of the few melee map makers out there...
QUOTE(Panschk @ May 25 2005, 06:35 PM)
yenku stop saying tank pushes are too easy for every single map that is posted here. Terran will have quite a hard time getting his 2. expo, just like on jrm. Jim raynors memory has many cliffs terran can use to his advantage so that it is a well balanced map, but tanks push are not that powerful.
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Dont tell me what not to say. And i have only said it recently so shut up.
And do you not think that terran can easily protect that?
QUOTE(warhammer40000 @ May 25 2005, 06:39 PM)
Hmm.... this is okay, its not the most advanced map, but its good. GJGJGJGJ!
Your one of the few melee map makers out there...
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what the hell are you saying?
QUOTE(Panschk @ May 25 2005, 05:35 PM)
yenku stop saying tank pushes are too easy for every single map that is posted here. Terran will have quite a hard time getting his 2. expo, just like on jrm. Jim raynors memory has many cliffs terran can use to his advantage so that it is a well balanced map, but tanks push are not that powerful.
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No.
In this case, the path is so thin and unflankable that tanks would unstoppable.
Isnt it obvious yenku? Im surprised that we got a nw melee map maker, it seems to be an endangered species!
There's no room for anything in the mains.
[attachmentid=9336]v2
[attachmentid=9337]v3
Which version you think is better?
i like v2 because if you think about it, its more spaced out where it makes it look almost natural.
I'd probably have to say V3
V2 flows more natural from the main to nat. You should make the terrain behind the main just regular platform or something, so that its a viable drop zone, instead of being nearly useless.
And theres too many minerals in the min-only. IMO, expansions shouldnt have more than what the main start with. And there are two scenarios with the min-only: expo there and protect from the bridge, or expo to the gas near it and have that base serve as defense for the min-only.
Could use a few spiffs in terrain variation.
v2 will play smoother, but balancing wise i don't know. Might be hard for toss against ling harass without a choke just with that wide bridge. v3 is much more like v1, units might get stuck, so i'd prefer v2.
edit: For tankpushes it is not so much about the width of the path to opponents base but the length. If terran does it slow and controlled, you can not stop tank pushes, you can just delay them. Which will give you time to tech and expand.
V2 will be better for what i was saying against pushes.
What are the things in the corners for? The rusty area?
QUOTE(Yenku @ May 26 2005, 09:41 AM)
V2 will be better for what i was saying against pushes.
What are the things in the corners for? The rusty area?
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The rusty area is just nothing really? I wasnt sure if i should have made it plating so it can be like an area for building things, or a drop zone for attacking.
yeah those rusty parts suck:[ Try doing something useful with the space, if its just normal platform it can at least be used as a drop zone or to build hidden tech buildings on it.
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QUOTE(Yenku @ May 26 2005, 02:41 PM)
V2 will be better for what i was saying against pushes.
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As a terran player, I prefer v2 for pushes. Like I said earlier in this thread, you do not have unlimited time for your push if protoss is clever, so shorter ways are an advantage.
its not too bad i guess, im pretty sure that this is still a terran favored map, but i always think that because im not a terran player
symmetry-wise, the naturals are different (the mineral's and the land they are on)