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Staredit Network -> Melee Production & Showcase -> (2)Lavocla (Contest Map)
Report, edit, etc...Posted by Chef on 2006-11-21 at 05:27:42
Green dots are to help you see where ramps are. Lava is walkable.
user posted image

Download Here

PS: Made this map because I couldn't sleep TT
Report, edit, etc...Posted by Yenku on 2006-11-21 at 09:53:10
I like the layout. It looks though, like players are gonna have to squeeze buildings all in the main cause there is so much unbuildable by expos. Its probably fine now that I look at the mains, just a tight fit.

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Blue cant fit turrets in like red can. Picky but potentially problematic?
Report, edit, etc...Posted by Chef on 2006-11-21 at 11:43:59
Fixed.
user posted image
Report, edit, etc...Posted by Yenku on 2006-11-21 at 13:19:49
I'll play you anytime you can. I'll probably be away until late tonight, but friday will be good, I think.
Report, edit, etc...Posted by Chef on 2006-11-21 at 14:46:45
But that'll be after the contest is over lol TT
Report, edit, etc...Posted by DarKEdeN on 2006-11-21 at 14:48:28
Amazing map, I like it a lot ! wink.gif
Report, edit, etc...Posted by SpiralEdge on 2006-11-21 at 16:19:04
QUOTE(SexyPinkPrincess @ Nov 21 2006, 01:46 PM)
But that'll be after the contest is over lol TT
[right][snapback]592674[/snapback][/right]


Why not make maps for the sake of making maps... ;o

At any rate... good map but I dun like a few aspects of it:

- The mineral placement in the middle is really close. It's so close that it almost makes it impossible for someone to not just take both sides of it. It feels like you're giving someone two mineral patches.

- The first expo not having a geyser really puts things into a mess. I understand that you have two geysers away from the base, but imho it feels a bit chobo to cluster gas like that. It's just not something you'd see a Gosu want to have to deal with.

- The map feels really tight. Outside of the main there is very low building room.

- The islands seem too easy to secure. Not to take examples, but the LT islands are really done very well. They make it so that it takes work to secure all the sides due to the height difference. I feel like you could drop a probe or a few scvs on both the islands and have two new bases that will take a lot of work to tackle.

I can see what you were going for, but aside from the islands, the rest of the map all feels a bit strange. I'm sure with some fixes here and there it can be great. Good job.
Report, edit, etc...Posted by Chef on 2006-11-21 at 19:09:25
A forewarning: I'm playing Devil's advocate here. Your suggestions may or may not be implemented, and they will be taken under consideration.

QUOTE
- The mineral placement in the middle is really close. It's so close that it almost makes it impossible for someone to not just take both sides of it. It feels like you're giving someone two mineral patches.

If they can manage to defend both cliffs, and two flanks, sure. Otherwise I think one player will get it, and the other expansion will be unmined, until opposition kills the middle expansion and takes the one on their side.

QUOTE
- The first expo not having a geyser really puts things into a mess. I understand that you have two geysers away from the base, but imho it feels a bit chobo to cluster gas like that. It's just not something you'd see a Gosu want to have to deal with.
Nostalgia, Dahali of Jungle both of mineral onlys. Every other expo on the map has gas. That dual gas there is meant for ZvZ, and mid game (and other matchups, depending on if your opponent is playing very conservativly (fast sairs vs Z). It might be a bad idea, but I wanted to do something new, and I'm not convinced it's awful yet (though it may need to be put on high dirt, just so it's halfway possible to defend //and I'm probably going to do that soon. I wish StarForge were more reliable though, I randomly get error 75).

QUOTE
- The map feels really tight. Outside of the main there is very low building room.
As far as flanking goes, the map isn't tight at all. I bet you if I moved the main minerals closer to the lava, or to the very edge of the map, you'd suddenly think there was plenty of room in the main lol.

QUOTE
- The islands seem too easy to secure. Not to take examples, but the LT islands are really done very well. They make it so that it takes work to secure all the sides due to the height difference. I feel like you could drop a probe or a few scvs on both the islands and have two new bases that will take a lot of work to tackle.
Now you're just being silly biggrin.gif You can Turret up LT islands just as easy as you can these ones. They're going to be attacked in exactly the same ways too. I guess if it was really getting to be a problem, I could put the expo on dirt and have thin high dirt surronding it (effectivly taking away it's vision until the last second). Just seems to me like it's part of the game though, not really an imbalance. Your oppenent wants to spend all this money on a stupid island expo? Take one on the main land and build units. Or take your own. Or attack him while he's trying to take it, and make him pay for it. I dunno lol. Silly comment.

QUOTE
I can see what you were going for, but aside from the islands, the rest of the map all feels a bit strange.

Dunno what you mean =/ Looks fine in game.
Report, edit, etc...Posted by ShadowFlare on 2006-11-21 at 20:41:58
Newest version. Quite an improvment IMO.
user posted image

ADDITION:
Erm, lame form error, I posted that.
Report, edit, etc...Posted by Chef on 2006-11-21 at 23:40:00
By which I mean, I posted it, not ShadowFlare.

ADDITION:
user posted image
Latest and probably last. Download still available at BroodWarMaps.net

Must... beat... MA...

PS: Main minerals are slightly different for a reason. The way they are set up they mine equally.

ADDITION:
Alternate version of the map. W/O the dual gas concept.

user posted image
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I wish to enter both the dual gas (available for download at BWMN), and the alternate version into the map contest.
Report, edit, etc...Posted by SpiralEdge on 2006-11-22 at 16:53:49
Silly comment. K.

LT islands are the only thing LT did right.

Don't get so defensive at comments, I think the map is awesome, and I'm only trying to improve it. Fact: The islands are very easy for P to take control of. You see the same thing in the RoV island. Good idea but bad in execution.

The middle positions are really close. I understand the cliff thing, but the fact is that it would be hard for the player to actually get down there and make an expo when your that close to the enemy, assuming the enemy has a base there.

I like what you did instead of the double gas. The only new problem is the ways the new base can easily be harassed. Workers can be stormed very easily or just killed with tanks. Maybe a small pit should be put behind the minerals or something.

Also dunno if its been said, but make sure the extended ramps are fair. I always see new extended ramps that aren't the same as regular ramps in tiles of height and ground.

Good job!
Report, edit, etc...Posted by Chef on 2006-11-22 at 18:21:11
QUOTE
Fact: The islands are very easy for P to take control of. You see the same thing in the RoV island.

Actually, in RoV the island is always the last expo P takes, and it's only because they've got carriers. Usually they have difficulty holding it too. If the Toss is relying on carriers to help defend the expo, it isn't likely they're going to be able to hold both, since they are at opposite sides of the map.

QUOTE
The middle positions are really close. I understand the cliff thing, but the fact is that it would be hard for the player to actually get down there and make an expo when your that close to the enemy, assuming the enemy has a base there.

I was under the impression the imbalance was that a player could easily take both expos for the price of defending one. You're right, you probably won't see players taking opposite sides of the middle too often. I don't consider that a problem.

QUOTE
The only new problem is the ways the new base can easily be harassed. Workers can be stormed very easily or just killed with tanks.

=P I can't give the players 3 free expos. The idea is if you want a second gas, you gotta accept that it'll be harder to defend. IE: IT'S SUPPOSED TO BE EASY TO HARRASS
However, there is enough room for sunkens/cannons along the edge there (meaning it is possible to defend it, it'll just cost more).

QUOTE
Also dunno if its been said, but make sure the extended ramps are fair. I always see new extended ramps that aren't the same as regular ramps in tiles of height and ground.

They are =/
Report, edit, etc...Posted by Yenku on 2006-11-23 at 11:41:49
I accepted alternate for contest, I think thats what you want.
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