Staredit Network > Forums > SC1 Melee Map Projects > Topic: (6) Snowflake Sandwich
(6) Snowflake Sandwich
Feb 2 2012, 4:26 pm
By: Cardinalallin  

Feb 2 2012, 4:26 pm Cardinalallin Post #1



(6)Snowflake Sandwich
A 3vs3 player map where allies spawn together under Use Map Settings.

Features
1.Defeat screen only when you and your allies have all died.

2. Map is greyed out at the start of the game rather than blacked out, so the layout of bases and terrain is visible.

3. Each team has a Watch Tower. If a unit is on its own Watch Tower, the whole team gains vision of the adjacent ramp. Players cannot operate the enemy Watch Tower, only your own Tower can be used.
The vision granted does not detect cloaked units.

4.Slots for two observers.

Changelog

2nd February 2012
Version 1.0 Snowflake Sandwich

4th February 2012
Version 2.0 Snowflake Sandwich
-Closed bottom path
-Rearranged mains
-Widended centre and paths
-Rearranged 3rds and added neutral expansions

9th February 2012
Version 2.2 Snowflake Sandwich
-Added Watch Towers
-Centre Hill is unbuildable

7th March 2012
Version 3.0 Snowflake Sandwich
-Centre Hill reduced
-Centre Ramps added
-Larger Watch Tower Ramps added
-Entance to mains altered
-Larger and rearranged mains
-Larger bridges
-More buildable space at expansions




Link to Video


Download (6)Snowflake Sandwich from this page

Link to thread on teamliquid

Setting The Mood

Cargo is uniformly distributed in bays, for this space platform is a storage vessel of the Magnus 6M class. Its modular design allows the Terran Confederacy to use the ship for a range of assignments, increasing or decreasing the capacity as needed. In its largest configuration, the Magnus chassis is nearly as large as the standard Super Tankers employed on many human mining operations in the galaxy. This impressive scale has lead to the 6M model gaining the nickname 'Supermeaty Man' even when only being used as a small inter-lunar transport.

http://starcraft.wikia.com/wiki/Cargo_ship
What happened to Sally?
http://starcraft.wikia.com/wiki/Sally


Post has been edited 10 time(s), last time on Apr 14 2012, 11:36 pm by Cardinalallin.



None.

Feb 2 2012, 11:51 pm Biophysicist Post #2



Quote
Might add:
1.Map revealers on the centre hill that are activated when a unit is standing on the small hills at the bottom.
(I dont know how though yet. In the classic trigger editior, I have made successful conditions but Im not sure which Action to link it with.)
Map revealers have some weird properties; one is that they don't count as being in any location, which also means that they cannot be Given. So, what you'll need to do is spawn them via Create Units, and then get rid of them via Remove Units (as opposed to Remove Units At Location, which obviously won't work).



None.

Feb 3 2012, 9:25 pm UnholyUrine Post #3



Brace yourself, because I'm about to go Excalibur on your ass

Quote from Excalibur
When posting a melee map in this section, it is important to ask yourself a few things:

[...]

3. Is the map properly decorated?
-No one wants to play a bland looking map. Doodads are a must. The ISOM tool is your friend, not just for making cliffs, but for making the map look pretty.

4. IMPORTANT: Does my map have a concept, and is it worth playing?
-One of THE most important parts of a map is the concept. Nobody wants to play a standard main->nat->minonly->3rd gas->island anymore. Blocking minerals, extended ramps, pre-placed building sprites, anything that makes your map INTERESTING. Now it is hard to balance these interesting aspects, but that is part of making a good melee. Sometimes you have to be experimental in your concepts, even if it affects the balance negatively. This isn't to say that you should make a totally imba map with a weird experimental concept, because that's just silly. Another part of balance, is incorporating these elements positively.

5. Mineral Formations and 'The Gas Issue'
Mineral formations are very important to game play. No one wants their minerals placed in a way that has workers scrambling around the back of them trying to get at a blocked field. And no one wants fields to be further away than they have to be.
Example of good mineral placement:


The gas issue is something even the Koreans didn't get for awhile. Due to differences in how SC handles gas mining from different sides of a CC/Hatch/Nexus, the geyser placement became an issue of balance.
Example:

The top and left geysers will mine faster than the bottom and right geysers. Always remember: Balanced gas > symmetrical gas.

Mineral formation is a minor issue for this map, because the biggest problem is that there simply isn't a good concept.
As a 3v3 map, Zerg rush will pwn everything, since the bases are all shared, extremely close, and have multiple entrances.
It is aesthetically ugly, and the symmetry looks awkward.
Lastly, the top four bases seem completely unnecessary. Cut the map down a bit and make some island bases instead.



None.

Feb 4 2012, 11:04 pm Cardinalallin Post #4



I have uploaded Version 2.0 now.

@Biophysicist: Thankyou. I am new to map making and UMS so I will have a play around with this. I think it could be fun if it works.
@UnholyUrine: Noted. Ill have a think about it.



None.

Feb 6 2012, 6:44 pm UnholyUrine Post #5



Looks much better now!
Good stuff!

You ought to leave the original version's pic up so people can see the improvements :P

It might be a bit tight for the 2nd player (blue/orange). If the third player was zerg, they may not have a lot of place to build.

Other things you COULD do, but purely for experimentation
- The middle has two paths, one low ground one high ground. Most people will rush low ground or defend the high ground. It might be better to make the low ground part tighter to give the advantage of high ground.
- You can also place destructible buildings to block the bottom path, altho I don't think it'd affect it that much, cause the high ground path is really close.
- You can do the same for the bases at the top, like put destructible buildings either on the bridges leading to it or @ the place where CC/Nexus/Hatchery would be built. With that, you could make taking the top bases a bit more advantageous (like tightening the ramps and such)

But i think the map is pretty good already.

Post has been edited 1 time(s), last time on Feb 6 2012, 6:50 pm by UnholyUrine.



None.

Feb 9 2012, 11:46 am Cardinalallin Post #6



I have uploaded Version 2.2 now.

@UnholyUrine: Thanks.
Also, your advice is great and appreciated lots. So far, the mains have proved to feel spacious enough for the middle player, but I will keep an eye on this.
The lower path is quite tight already I feel, remember 6 armies not 2, so I am cautious to change this yet.
I want to keep the map pretty simple, and have decided not to include neutral buildings just for cleanliness. Also, now with working Watch Towers, I dont want to be accused of pushing SC2 by having 'rocks' as well hahaha.

@Biophysicist: Thankyou for the help with the triggers. I now have working Watch Towers.
Each team has a Watch Tower. If a unit is on its own Watch Tower, the whole team gains vision of the adjacent ramp. Players cannot operate the enemy Watch Tower, only your own one can be used.
The vision granted does not detect cloaked units.



None.

Mar 7 2012, 8:12 pm Cardinalallin Post #7



I have uploaded version 3.0 now.
Also added a Video:


@UnholyUrine
Quote
It might be a bit tight for the 2nd player (blue/orange).

You were correct. Ive given the mains a shuffle and there is much more space now.



None.

Mar 7 2012, 8:24 pm UnholyUrine Post #8



Totally redundant Video..
You should show the very first version!! XD

I really like what you did with the middle lane.
Good stuff



None.

Apr 2 2012, 1:45 pm Cardinalallin Post #9



Would anyone on this website be interested in a small tournament using this map. The prizes would be ICCup coins and icons but the main purpose is fun and more importantly bragging!



None.

Apr 2 2012, 9:15 pm Jack Post #10

>be faceless void >mfw I have no face

Quote from Cardinalallin
Would anyone on this website be interested in a small tournament using this map. The prizes would be ICCup coins and icons but the main purpose is fun and more importantly bragging!
I'm a horrible melee-er but sure! Assuming you have people from elsewhere who are also interested. Would it be a 3v3 tournament?



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Apr 7 2012, 6:14 pm Cardinalallin Post #11



Hi Jack[RCDF unfortunately I havent found enough players for a 3v3 tourny so we are putting the idea on the backburner for now. I have more 3v3 maps that arent released yet so maybe we will try a 3v3 tournament at a later date. Sorry bout that, but it would be cool to play one day.



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[12:30 am]
ClansAreForGays -- When you join a pub lobby because you see 7/8 players, but then realize host is bating you with computers. :flamer: :flamer:
[2024-10-30. : 11:48 pm]
O)FaRTy1billion[MM] -- :wob:
[2024-10-30. : 6:24 pm]
Ultraviolet -- :wob:
[2024-10-29. : 4:33 pm]
Vrael -- :wob:
[2024-10-29. : 1:32 pm]
Zoan -- :wob:
[2024-10-28. : 5:21 pm]
Ultraviolet -- :wob:
[2024-10-27. : 4:34 pm]
jjf28 -- :wob:
[2024-10-27. : 9:01 am]
Zycorax -- :wob:
[2024-10-27. : 3:31 am]
RIVE -- :wob:
[2024-10-26. : 7:12 pm]
Ultraviolet -- :wob:
Please log in to shout.


Members Online: lil-Inferno