Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Need a terranist for an AoS
Need a terranist for an AoS
Nov 1 2008, 7:28 pm
By: Biophysicist  

Nov 1 2008, 7:28 pm Biophysicist Post #1



I'm working on an AoS map and need a good terranist. It wouldn't hurt if said terranist had balancing/triggering skills, but I can do that. I can't do terrain at all, though, apparently...

Anyway, some details:

The map will be on Twilight. As in all AoS/DotA maps, there are two bases, one at the top and the other at the bottom, with three "lanes" connecting them. In this praticular map, the "bottom" base is a Warp Gate surrounded by Protoss and Terran buildings. The "top" base is a Zerg Hive Cluster with a Khydarian Crystal Formation in the center. The left-hand lane is made mostly of bridges in a zig-zag pattern. The middle lane consists of a long "bridge" made mostly of dirt and some other terrain (but not made out of bridge doodads like the left lane) with a large "island" in the center. The island is pretty cluttered with impassible terrain, doodads, and possibly mineral fields and Vespane geysers, but mostly open. The right-hanf lane is a maze-like arrangement of doodads, impassible terrain, ramps, varying terrain hights, obstacles such as mineral fields and (destroyable) buildings. To counteract the large advantage flying heroes will have on the right-hand lane, there will be a bunch of Missile Turrets and Spore Colonies lying around, so the terrainist will have to take that into consideration.

There will be a few "secret" areas which are not obvious unless you look, but which are easy to find if you look for them. There will be one that is pretty easy to find even if you don't look in the center of the middle lane, to give people the clue to look for other secret areas. Examples of secret areas are town portals, Creep summoning zones (Creep = the computer units that charge the enemy base), ComSat stations usable by whoever finds them, healing zones, etc.

So, anyone interested?

Post has been edited 1 time(s), last time on Nov 1 2008, 8:52 pm by TassadarZeratul. Reason: I forgot to add details... *facepalm*



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[04:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[04:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[04:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[06:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[03:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
[03:43 pm]
NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new :lol:
[2026-6-19. : 9:57 am]
Oh_Man -- makes me wonder if SEN knows anything about the topic
[2026-6-19. : 9:57 am]
Oh_Man -- artosis dropped pretty interesting vid: https://youtu.be/EqZHB8Blra4
[2026-6-18. : 5:01 pm]
Ultraviolet -- :wob:
[2026-6-17. : 6:15 am]
RexyRex -- :wob:
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