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Staredit Network -> Melee Production & Showcase -> (2)Quake
Report, edit, etc...Posted by Zycorax on 2006-11-11 at 09:56:28
My newest melee map, hope it's not too bad tongue.gif
Map DL
Picture
This is also my entry for the Melee Map Contest.
Have edited it once already and I may update it again.
Report, edit, etc...Posted by dumbducky on 2006-11-11 at 10:04:46
Looks pretty good. Nothing wrong that I can see. But I'm sure Yenku and Valug would have some way to improve it.
Report, edit, etc...Posted by Yenku on 2006-11-11 at 13:12:00
And sexypinkprincess of course.

It looks good. Its got some cool ideas, way to be innovative. Iv'e never seen two small chokes, I guess itll work.

You dont want terran lifting a cc and floating it over to the islands so put small min patches so it cant land.
One problem i see throughout the map is the fact that the natural and the other expo are really easy to protect. (btw I think zerg is gonna have a hard time early game)
You can make an extended ramp for the bottom left and bottom right expos. They are too easy to keep.

Dont forget decoration. Its really annoying to see such straight edges and symmetrical design. Looks go into map judging as well.
Report, edit, etc...Posted by Chef on 2006-11-11 at 14:14:04
Too little room in the mains to build. After building all his supply depots, where is Terran supposed to put his Barracks, or Factories?

The mineral block in the centre means unit AI is going to get really stupid. Unless you want players to have to click to the bottem, click across, and then to the enemy base, this needs to be removed. I'm unsure if neutral buildings affect unit AI, but if they don't, that could be a resonable alternative to a mineral wall.

Yenku is correct, Zerg will have a hard time. This is because not only do they have 2 entrances to their main, but they have to triple hatch when they expand just to protect ONE of them.

I'm afraid this map is just too small for it's concept TT (64/96 =S?) Even though this map is rediculously tight (normally a PvT imbalance) I don't think games will last long enough for the Terran to even tech that far, let alone even have to room to make the necessary number of factories. 2gate Zealot rush just looks too powerful on this map (which forces Terran to get Marines and a bunker, while the Protoss freely techs). However, if the Terran did make it to mid game, he would be unstoppable PvT, as the paths are tiny.

Of course, I may be wrong, these are just my predictions. It's all in my opinion.

As always, you can contact me for games on your map (this goes for anyone).
Report, edit, etc...Posted by SpiralEdge on 2006-11-11 at 17:53:51
Personally I feel this map favors T a bit.

Zerg faces problems with expos and terrain while Protoss faces problems with well... really small unit movement area.

A zealot rush wouldn't be too hard to beat on this map imho.
Report, edit, etc...Posted by Zycorax on 2006-11-13 at 03:06:58
Thanks for the advices guys.
I'll try to improve the map tomorrow if I got time. Doing some minor changes right away while I remember it mellow.gif

ADDITION:
Here is a update on my map:
Map DL
Picture

I'm trying to figure out how to get a building to block the small ways into the main bases so they can't get rushed from there in early game that quick.
Report, edit, etc...Posted by SpiralEdge on 2006-11-13 at 15:52:19
user posted image

1) Be nice if the expo up here was on a cliff or something and easier to reach. Why? 3 Expos are usually needed to be within reach.

2) If you did what I suggested with the above expo, you would need to move this one a bit. You could give the safe expo in the corner no gas and then move this one a bit and give it a gas.

3) This mountain is too big imo, just slice a bit off.

4) Mins here are bad, just erase them.

5) This whole area should be redesigned and made into mostly flat unbuild-able area to create a battle ground of sorts. This is where the battling is going to happen.\

6) Don't like the mins here at all...

7 and 8) Place mins here maybe?

?) This area needs to be redesigned or something.

Side Corners Bottom Left and Right) Make the wall into the smallest wall it can be. Tanks would easily rape on those.

Do the same to make the suggestions symmetrical and what not. Not a bad map, gj.

That's my input.
Report, edit, etc...Posted by Zycorax on 2006-11-14 at 12:26:38
Here is the results after some major changes I've made:
Map DL
Picture
Thanks for the help everyone smile.gif
Report, edit, etc...Posted by DarKEdeN on 2006-11-14 at 13:20:22
I prefer the map now. good job ! wink.gif
Report, edit, etc...Posted by SpiralEdge on 2006-11-14 at 13:46:38
It looks much better!

The new changes brings up new issues but we can address those now:

Personally, I think I'm the only one who thinks two base entrances is a good thing. I play Terran but imho they face the hardest problem when they have two chokes to defend with no ramps. When that first goon comes your in a world of pain unless its a 4 player map like azalea. I feel right now you can easily get 3 expos with only one entrance.

I was thinking you could fix this problem by making an entrance to the right of the left base, and to the left of the right base. I noticed you made a wall where the other entrances were, that's fine, but maybe instead of discarding it completely you should make an opening on the side of the area? Does that make sense?

Personally I liked the old opening, maybe if you kept it but just made it smaller or something.

This next idea is a bit more of a suggestion then anything but anyway... I was thinking that you should turn the top left and right corners into a big hill with a ramp and then move the mineral patch to the corner on the hill. The ramp would be placed closer to your first expo making it easier to expo.

Also, I noticed the bottom left and right expos don't have a geyser. I'm not sure if this is a good or bad thing. If I had to guess I would suggest just adding one.

One more note... Notice that area in the middle of the map between the mountains? Wouldn't it suck to place 4 tanks there and float something to see the enemy. Just make it so nothing can get in there.

Good job, I'm liking this map a lot more.
Report, edit, etc...Posted by Yenku on 2006-11-23 at 11:31:43
Accepted as it is.
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