(2) Crater
Nov 29 2009, 8:37 pm
By: Super Duper  

Nov 29 2009, 8:37 pm Super Duper Post #1





Download

Top left is main, bottum right is main. There are two stacked Xel'Naga Temples which gives you more room in your main. Cant really think of anything else to say.

EDIT: I am still looking around for tank holes. I am aware of that issue.

EDIT EDIT: Its called Crater because there was supposed to be a crater in the middle. Unfortunately, I cant do extended terrain that well and it turned out really bad so I decided to put some High Ground there.

Attachments:
(2)Crater.scx
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Post has been edited 1 time(s), last time on Nov 29 2009, 9:24 pm by Ciara.



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Nov 29 2009, 8:43 pm Devourer Post #2

Hello

I love the map's design but every high cliff is not buildable or? I don't know but that could make it much harder to defend tanks when they are on the hill near your base.
Also, you can fill the holes with unwalkable-doodads to avoid tank holes :)



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Nov 29 2009, 8:45 pm Super Duper Post #3



Perhaps I should add a little room on that ramp leaving your main so races can build defenses.

EDIT: Need conformation whether I should do this or not.



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Nov 29 2009, 9:11 pm Greo Post #4



Quote from name:Ciara
Perhaps I should add a little room on that ramp leaving your main so races can build defenses.

EDIT: Need conformation whether I should do this or not.
I would say yes, because of Terrans.



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Nov 29 2009, 9:24 pm Super Duper Post #5



Done. Updated original post.



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Nov 30 2009, 8:34 am BeDazed Post #6



I would say your map got a lot better. But there's still the choke problem in the middle. You need to widen the gap.



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Dec 2 2009, 6:42 am UnholyUrine Post #7



It's awesome :D ..



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Dec 4 2009, 11:47 pm Pr0nogo Post #8



The map is decent.

T can still use tanks on all of the expoes (not just nats, all of the base sites other than mains and the raised jungle expoes).

I found it waaaay to easy to bottleneck the mains from both behind the upper terrain and on the upper terrain.

The mains are a little too small, even with the Xel'Naga Temples, IMO.

You might want to consider making the raised jungle expoes only obtainable through drops. Just a suggestion, not a complaint or anything.

Remember, you don't have to do everything I tell you to. :P

You are improving, but try to spend a bit more time on this stuff. Your main problem from map to map is forgetting to break up the high ground near your expoes (and occasionally mains).




Dec 5 2009, 12:01 am Super Duper Post #9



Quote from name:Pronogo
The map is decent.

T can still use tanks on all of the expoes (not just nats, all of the base sites other than mains and the raised jungle expoes).

I found it waaaay to easy to bottleneck the mains from both behind the upper terrain and on the upper terrain.

The mains are a little too small, even with the Xel'Naga Temples, IMO.

You might want to consider making the raised jungle expoes only obtainable through drops. Just a suggestion, not a complaint or anything.

Remember, you don't have to do everything I tell you to. :P

You are improving, but try to spend a bit more time on this stuff. Your main problem from map to map is forgetting to break up the high ground near your expoes (and occasionally mains).
True. Ill watch out for that in my next map
There is a ramp. Look closely.
.... ^.^
Yeah. I kind of failed with the anti tank high ground.



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Dec 5 2009, 12:29 am Pr0nogo Post #10



Quote
There is a ramp. Look closely.

I was suggesting not having a ramp there.




Dec 5 2009, 3:08 am BeDazed Post #11



I would really say the map would be better if the middle didn't have anything on it.



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[10:31 am]
NudeRaider -- blessed innocent soul knows nothing of the strife we had before EUDs were discovered :teehee:
[2026-6-23. : 3:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[2026-6-22. : 8:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 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
[2026-6-21. : 4:26 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?
[2026-6-21. : 4:25 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
[2026-6-20. : 6:15 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.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
[2026-6-20. : 3:43 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:
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