Staredit Network

Staredit Network -> Melee Production & Showcase -> (2)Eerst Lake
Report, edit, etc...Posted by Syrreph on 2006-03-08 at 05:54:03
Download it here...
http://www.panschk.de/mappage/comments.php?mapid=1033

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I should have some reaplays coming up soon (they will be on broodwarmaps.net. Tell me if you think I should...
1) Add mineral expansions to the areas above the bases (the ones with a ton of doodads)
2) move the minerals up top to the edge of the base up top and the gas to the left so that you can move or drop tanks/lurkers/high templars/other things behind the main bases and attack the mineral line?

I want to do something with that area so I'll either do 1 or 2, or do em both, or if you can suggest something else I should do with em, and of caurse give comments on the rest of the map.

Sorry the image is kinda big, it was meant to be veiwed in it's own window.

The melee forum is starting to die more and more sad.gif, lets get some more people in here happy.gif.
Report, edit, etc...Posted by Zycorax on 2006-03-08 at 06:28:48
The road to the chokes is too narrow, gives terran an advantage in defending the main.
Report, edit, etc...Posted by Valug on 2006-03-08 at 07:34:07
[sub]Just so you know, this is the wrong fourm to post melee maps, put it in the melee 'Map Showcase & in Production' next time.

By the looks of it, the pathfinding will be screwed with the mineral backdoor. I suggest tring to make the bottom way longer so that problem goes away, amdb maybe use some p12 buildings instead. Also, the whole map favors terran, no way to stop a terran push ( Because they only have to move right outside their choke. ) The cliffs behind the nat's favor terran, the useless area above the main just makes it easy for terran to siege. And if the case is tvt, the right side will have an advantage because they can build turrets in the space above the mains, so if you plan to keep that area, make both rocking, or both jungle.[/sub]
Report, edit, etc...Posted by Syrreph on 2006-03-08 at 09:38:41
Ugh woops I thought I was in the other forum when I posted this, just not paying attention --v.

Pathfinding works fine, as long as the shortest path is the one without the minerals (whcih it is right now) then they will take the shorter one.

Which road to the chokes are you talking about? from mainbase to main choke, or from main choke to nat choke?

I am going to go ahead and make the high ground that goes around the nats more narrow so that you can't walk across to the edge, but I still might leave part of the end so both players can drop up there to attack the nats, or to defend their choke.

There has been a problem with terran being able to jump from their choke at the nat to the mid and then push across to opponents choke, all really fast and really easy. I don't really know how to fix this cause pushing up the water to make it a longer path makes the battle field smaller, I can also make less breaks in the rocky feild in the battlefield so that terran can't build turrent's and has a harder time pushing, and has to make some gols to protect vs air.

I don't really see the signifance of building turrets above the main, sure you can pop some tanks down there and hit the gas, but that is about all you can do, and with doing that you have the lowground disadvantage, and your opponent can get up on the high ground stretch to reach to the tanks to kill em.

I'll get some TvP and TvZ repalys up on bwmn to see if terran is overpowerd on tihs.
Report, edit, etc...Posted by Falcon_A on 2006-03-09 at 10:21:32
definately do something with the space above teh mains...

Min exp's would work i guess. but most of that area would still be open. Which isn't necessarily a bad thing.

Not bad map, especially the mineral blocks down to the bottom exp. I like the idea. gj
Report, edit, etc...Posted by Syrreph on 2006-03-11 at 13:51:23
I uploaded a new version, download it here...
http://www.panschk.de/mappage/comments.php?mapid=1033



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