Staredit Network > Forums > SC1 Map Showcase > Topic: SC1 Map Showcase Rules
SC1 Map Showcase Rules
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Aug 7 2009, 12:26 pm
By: DevliN  

Aug 7 2009, 12:26 pm DevliN Post #1

Woah

Map Showcase Rules

1. Keep posts relevant and substantial.
Map makers love praise of their work, but simply saying "Awesome map!" is unnecessary as a response. Please add depth to your comments, praise, and criticisms. Why do you like the map or idea? Why do you dislike the map or idea? Include other comments, questions, and suggestions. Small phrases are suitable for PMs to the mapper. Alternatively, you can go into the DLDB, find the finished map, and compliment or criticize it by giving it the rating you feel the map deserves.

2. Double Posting
Try to avoid posting twice in a thread. Unless you are sharing major progress updates on a map whose thread has been inactive for weeks, please edit your post instead. If your topic has become deserted and is falling behind in the pages, you cannot force interest in your map. You might want to consider making a more interesting and informative production thread. :) (See below.)

3. Constructive Posting.
Posting simply to bash a map or its author is not acceptable. If you plan to criticize, do so in a detailed and helpful manner. Keep the arguing to a minimum.




For New Threads...

1. Titles.
Include the title of your map in the title of your thread.

2. Quality and Development
When posting a new thread for your map, please develop the topic post sufficiently. You might consider using the http://www.staredit.net/topic/8126/ to help yourself keep a topic organized. A well-developed topic post is informative and tells people about the map and its gameplay. Good questions that a production thread might address include:
a) Specifications: What tilesets, map size, min and max number of players, etc.?
b) What is the map about?
c) What genre is the map? If it does not neatly fit into a genre, what about the map makes it so?
d) What makes your map different from other maps of the same type?
e) If the map has a storyline or plot, what is it?
f) What inspired you to make the map?
g) What will the gameplay be like?
h) What features and systems will your map include?
i) Have you included any illustrative media, such as screenshots or video?
j) Will you include a version of the map for people to play, even if it's just a demo?
k) What progress have you made on the map?
l) What remains to be done? What are your goals and vision for the map?
m) Do you have an estimated release date for your map?

In short, please make an informative, quality thread that shows you care about your map and that we should, too. Do not open a thread for your map if you or the map is not ready for one. A topic that is found lacking in effort, uninformative, or underdeveloped may be closed or removed at moderation's discretion, with or without warning; you may then request the old thread to be opened or open a new thread for it yourself when you are ready.

Post has been edited 3 time(s), last time on Sep 6 2012, 12:19 pm by DevliN.



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[02:58 pm]
lil-Inferno -- penis and balls part 4
[2026-3-09. : 2:49 am]
Ultraviolet -- "Not many people know this, but I actually got the idea for my mustache after seeing the end of a paintbrush for the first time." :lol:
[2026-3-08. : 1:15 pm]
NudeRaider -- literally Hitler
[2026-3-08. : 12:54 pm]
Oh_Man -- this is a work of art: https://youtu.be/NmjrfXO0mdk
[2026-3-08. : 12:10 am]
Ultraviolet -- "often was always pretty cool" 60% of the time, it works every time :shifty:
[2026-3-07. : 11:26 pm]
NudeRaider -- The visuals are good, the animation is terrible: the movement is off, the impacts in battle scenes have zero weight to it, the lip sync is right up uncanny valley. But yeah, considering what it is it's pretty good overall.
[2026-3-07. : 6:24 pm]
Oh_Man -- https://youtu.be/pPZafFJOi48 crazy good
[2026-3-07. : 9:51 am]
NimoStar -- And Pathfinding in SC1 was not *that* bad, the problem is that it was designed as a flat 2D game like WC1 (and it was in the alpha) and then switched to isometric without changing the base code. So its actually a flat game pretending to be isometric. With the custom competitive maps that use larger ramps and elevation, pathfinding is quite fixed.
[2026-3-07. : 9:47 am]
NimoStar -- The unlocking and map choice was fine, but mostly in WoL - In HoTS the worst of all units are irrelevant because Kerrigan has infinite summon and stuff. And even in WoL the spaceship instakill map powers are better than units. If I could RTS in my RTS that'd be great.
[2026-3-05. : 8:45 pm]
NudeRaider -- Nekron
Nekron shouted: NudeRaider not that the og sc1 campaigns are particularly good mechanically but cmon, SC2 map mechanics are the opposite of fun
There's many parts to it. I think the raw rts gameplay of sc1 is unsurpassed to this day. And I too never liked that sc2 missions always rush you in some way or another, because I like to take my time. However I still have to admit that they way they did it often was always pretty cool. Like lava rising and receding, a huge-ass mothership destroying bases, undead coming at night, just to name a few, those are definitely creative, so I'm sure there's people that liked it. But that's not even what I meant. It's the unlocking of new features and upgrades and choice which map to play next that made it so much more motivating for me.
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