Staredit Network

Staredit Network -> Melee Production & Showcase -> (4)Control Points
Report, edit, etc...Posted by Oo.Insane.oO on 2006-10-06 at 17:48:26
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Idea behind map: You can take over the middle base and sides to literally disable the other players from passing the center as well as take over the walls to push them back even farther

Best Teams: 1 and 2 VS 3 and 4
Report, edit, etc...Posted by dumbducky on 2006-10-06 at 17:57:41
Awful. Only one nat to share between two bases? Uneven base sizes? Did you even playtest that?

Terrain has an obvious advantage. There are all those cliffs that provide easy chokepoints with just a few tanks mounted on top.

Fix the above mentioned problems, and it might be good.
Report, edit, etc...Posted by Oo.Insane.oO on 2006-10-06 at 18:08:50
QUOTE(dumbducky @ Oct 6 2006, 04:57 PM)
Awful.  Only one nat to share between two bases?  Uneven base sizes?  Did you even playtest that?

Terrain has an obvious advantage.  There are all those cliffs that provide easy chokepoints with just a few tanks mounted on top.

Fix the above mentioned problems, and it might be good.
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Actually there are 3 possible nats to get

The whole point of the map is to choke the other player by forcing them into a corner

As for terrain advantage did you read the idea behind the map? your suppost to put tanks on those buildings by the bases

ADDITION:
But you are right about base sizes being differnt sizes im going to fix that and post the new version in a few minutes
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-10-06 at 18:10:08
Actually, there are only 2 nats, I don't know if you're imagining a third... or...
Report, edit, etc...Posted by Oo.Insane.oO on 2006-10-06 at 18:25:16
On the map there are a total of 10 nats

minusing the ones both teams get + expansions and there sharing base there are 4 more possible nats to get or 2 bases

You can take over the other teams expansion base easy too by using the walls to your advantage

ADDITION:
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There now I think it is more balanced because I added 2 nats for each team as well as made the bases on the 2 sides in the middle have minerals and gas
Report, edit, etc...Posted by dumbducky on 2006-10-06 at 20:03:46
Teal and purp have no nats. A nat is an expansion right outside the main base.

Melee maps should be balanced so that a player of any race will have no disadvantages/advantages. Making a map with terrain that specifically compliments terran, or any other race, is a bad map.
Report, edit, etc...Posted by Oo.Insane.oO on 2006-10-06 at 20:52:07
QUOTE(dumbducky @ Oct 6 2006, 07:03 PM)
Teal and purp have no nats.  A nat is an expansion right outside the main base.

Melee maps should be balanced so that a player of any race will have no disadvantages/advantages.  Making a map with terrain that specifically compliments terran, or any other race, is a bad map.
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They have expansions the picture thing crashed when I was making it and I guess it didnt add

ADDITION:
I remember what I did tongue.gif I forgot to save it in staredit before makign the pic DOH sad.gif
Report, edit, etc...Posted by Yenku on 2006-10-06 at 21:22:10
Nat = Natural choice for the first expansion.
Report, edit, etc...Posted by Oo.Insane.oO on 2006-10-06 at 21:25:03
QUOTE(Yenku @ Oct 6 2006, 08:21 PM)
Nat = Natural choice for the first expansion.
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I have them tho I fixed the map shot thing smile.gif
Report, edit, etc...Posted by dumbducky on 2006-10-06 at 21:43:48
I just realized there are only 4 mins at the nats and mains.
Report, edit, etc...Posted by Oo.Insane.oO on 2006-10-07 at 09:07:46
QUOTE(dumbducky @ Oct 6 2006, 08:43 PM)
I just realized there are only 4 mins at the nats and mains.
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Thats what the middle is for

The 2 sides have 5 minerals 1 gas and the middle has 8 mins 1 gas
Report, edit, etc...Posted by dumbducky on 2006-10-07 at 09:43:09
You need to have some more money at the mains. Otherwise it will take too long to get good mining. You actually wouldn't get any mining until youexpanded to either the sides or the mid.

Have you even played it against someone else?
Report, edit, etc...Posted by JordanN_3335 on 2006-10-07 at 10:10:02
On my judgement of this melee map not to be harsh.

☼Purple and Teal's bottom mineral patch seems to close together. If zerg were to build a hatchery there and if terran or toss want to build there resource station then they cant because of creep.

☼Also on the same aspect that if teal and purp wanted to defend there middle section the creep will still stop bunker and cannon production.

☼Red and blue may have a 20% more chance of winning because they have bigger bases. Same goes with there mineral patches. There more spread out.

☼If you want to complete something complete it. For the middle area were the minerals and gas are on the cliff the corner looks cut out. Unless it was because
it would of shaped the rest of the terrain but still seems ugly. mellow.gif

☼Other balancing issue. If purple and teal were to rush the others it would be slower because there entrance seems narrow were at times its like there lining up and then going.

☼Make sure to play test the map.

☼Like dumbducky said make more money at mains.

Overall. 4.2/10 Needs more work. Also a -1 because it was a brood war scenario map and it reminds me of my scratched BW cd. crazy.gif
Report, edit, etc...Posted by Oo.Insane.oO on 2006-10-07 at 10:13:14
QUOTE(dumbducky @ Oct 7 2006, 08:42 AM)
You need to have some more money at the mains.  Otherwise it will take too long to get good mining.  You actually wouldn't get any mining until youexpanded to either the sides or the mid.

Have you even played it against someone else?
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Yeah I have and it wasnt too slow you just had to expand fast

ADDITION:
Ok I think I fixed it a little bit
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I added more minerals at the base
Report, edit, etc...Posted by Yenku on 2006-10-07 at 12:10:20
Goose, dont make comments if you dont know what your'e talking about.
QUOTE
☼Red and blue may have a 20% more chance of winning because they have bigger bases. Same goes with there mineral patches. There more spread out.

Also, if your comments make sense and you don't flame, people shouldn't take offense besides, thats why they posted it.

Lakai, its not terrible for a novice map maker. Most maps have more minerals than that. Especially since you have less expansions, I would make mains with 8-9 minerals.
Should have a wider entrance to the natural expansions.
Report, edit, etc...Posted by Demon on 2006-10-11 at 17:38:25
QUOTE(Lakai @ Oct 6 2006, 05:08 PM)
Actually there are 3 possible nats to get

The whole point of the map is to choke the other player by forcing them into a corner

As for terrain advantage did you read the idea behind the map? your suppost to put tanks on those buildings by the bases

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This might be a little late in the map review, but I'd like to tell you something that I read once. Don't tell the players how to play your map! If I find the exact quote I'll give it to ya bub.

Edit: Found it,

QUOTE
Don't get a notion in your head of some special focus the players should have. The first map I ever made had no gas at expo, no gas at any of the side expos and a 3-gas node center expo. I thought it would be cool to really have the focus on who can control that central gas expansion. I was wrong. It turned out to be stupid. Let the players actually play your map, not the other way around.


This explains it alot better than me. Hell, it might not be needed. Just seemed like it might help.
Report, edit, etc...Posted by dumbducky on 2006-10-11 at 17:58:37
Who said that?
Report, edit, etc...Posted by Yenku on 2006-10-11 at 20:40:15
I guess valug.
Report, edit, etc...Posted by Valug on 2006-10-11 at 20:52:55
[sub]I didnt say that, I do agree with it though.[/sub]
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