Staredit Network > Forums > SC1 Melee Map Projects > Topic: (2)Sanitarium(n)
(2)Sanitarium(n)
Feb 17 2010, 8:47 pm
By: Dem0n  

Feb 17 2010, 8:47 pm Dem0n Post #1

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New version: Made mains smaller.

Post has been edited 1 time(s), last time on Feb 18 2010, 8:29 pm by Dem0nS1ayer.




Feb 17 2010, 8:54 pm Super Duper Post #2



<3 This map.
Few problems though:
Problem: Move player 1's gas to the left. Its open to speedzeal attacks.
Problem: Mains are big.

I cant really see any problems right now, so I will get back to you with more of them later.
Now...
...


Post has been edited 1 time(s), last time on Feb 17 2010, 9:30 pm by Ciara.



None.

Feb 18 2010, 12:20 am Aristocrat Post #3



Quote from name:Dem0nS1ayer


Sexy, right? Doodads aren't complete.

Why is there so much unbuildable terrain above the nat leading to a... min only?
There is no 4th gas.
Your bases are HUGE. GINORMOUS. They are so huge that the size actually makes it unfavorable to all races.
There are way too many min-only expansions and too few gas, suggest changing 6/12 ones to gas expansions.
Move Geyser up for the 10 o'clock spawn to make it less vulnerable/more efficient.
The power generators' positions mean they do not actually accomplish ANYTHING.
No ovie-safe cliff above the natural for the 4 o'clock one.
Tanks can hit the main from the middle. Natural is too hard to defend late game.
Two of the temple stacks will never actually be touched, but keep them there anyways since they do make a difference.



None.

Feb 18 2010, 1:26 am Super Duper Post #4



@doomedrusher
Excuse me, but I say this is in the nicest way possible:
It seems you have fuck all idea of what you're doing.



None.

Feb 18 2010, 1:41 am Aristocrat Post #5



Quote from name:Ciara
@doomedrusher
Excuse me, but I say this is in the nicest way possible:
It seems you have fuck all idea of what you're doing.

O.o



None.

Feb 18 2010, 8:28 pm Dem0n Post #6

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I made the mains smaller.




Feb 18 2010, 9:32 pm Super Duper Post #7



They're still huge.
I guess its the way the map is made. You cant really fix the mains now without adding a huge amount of tessellated high ground.



None.

Feb 18 2010, 11:42 pm Aristocrat Post #8



Quote from name:Ciara
They're still huge.
I guess its the way the map is made. You cant really fix the mains now without adding a huge amount of tessellated high ground.

Or just add some undroppable temple space; it doesn't obstruct much and shrinks the main a ton by draining buildable space.

(I wasn't talking about the mains, I was referring to your expansions... Your mineral only bases are THE SAME SIZE AS THE MAINS. That doesn't make sense no matter how you look at it.)



None.

Feb 19 2010, 3:49 pm Super Duper Post #9



@ The Min-onlys
Actually, thats part of the center, not the min only. So yeah, not as big as the mains.



None.

Feb 19 2010, 10:49 pm Aristocrat Post #10



Quote from name:Ciara
@ The Min-onlys
Actually, thats part of the center, not the min only. So yeah, not as big as the mains.





None.

Feb 19 2010, 10:53 pm Super Duper Post #11



Oh, those minonlys. Yeah, they're huge.



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Feb 20 2010, 3:33 am Dem0n Post #12

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Updated: Added high ruins to minonlys and finished doodads.




Feb 20 2010, 4:22 am Super Duper Post #13



Like I said, move player 1's gas to the left.
Problem: Minonlys are still huge
Problem: Mains are huge.
Problem: How many temples are there?
Problem: If there is less than 4 temples, make it so there is 6. Avoiding SimCity is a pain in my ass when I face zerg or terran.
Problem: Remove the generators and replace it with some kind of non-repairable sprite. Terran can just bottleneck the bridge and repair the generators as they take damage.



None.

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