Staredit Network > Forums > SC1 Melee Map Projects > Topic: (2)Slaughter Fest
(2)Slaughter Fest
Aug 20 2010, 5:24 am
By: Phobic  

Aug 20 2010, 5:24 am Phobic Post #1





Ive had the base terrain for this sitting in my projects folder for a while, today i sporadicly edited it.

Heres the file:
[attach=7367]

Attachments:
Slaughter Fest.scx
Hits: 6 Size: 67.42kb

Post has been edited 2 time(s), last time on Aug 20 2010, 5:46 am by Phobic.



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Aug 20 2010, 2:28 pm Aristocrat Post #2



Epic bridge blend is epic.

Only problems I can see are wide main ramps and the fact that this is heaven for T players.

Anyways, block the middle islands with an 8-mineral block so Terran can't just float their CC there.



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Aug 20 2010, 5:30 pm Phobic Post #3



I also thought it would be terran favoring, however i can't think of a way to unbalance terran without throwing off the layout, I tried making the blended bridge bigger but it just got ugly and was not pleasing to the eye on mini-map or actual view.



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Aug 21 2010, 11:33 pm UnholyUrine Post #4



Wow, I likes this.

I think the middle islands are a little too tight and probably favors T

I think you can just remove the mineral only's and remove the cliff, and just have 2 middle expos out in the open. Much more streamlined.

I also think the map can have a MUCH better name...

how about "Desert Bridges" .. or "Dry Ruins" .. or "Tar Cross" ... or .. Anything BUT Slaughter Fest.. srsly



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Aug 22 2010, 12:58 am Phobic Post #5



Quote from UnholyUrine
Wow, I likes this.

I think the middle islands are a little too tight and probably favors T

I think you can just remove the mineral only's and remove the cliff, and just have 2 middle expos out in the open. Much more streamlined.

I also think the map can have a MUCH better name...

how about "Desert Bridges" .. or "Dry Ruins" .. or "Tar Cross" ... or .. Anything BUT Slaughter Fest.. srsly

lol I rarely seriously name a project untill its done and thanks



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Aug 22 2010, 4:04 am Phobic Post #6



Made some big small and risky changes

Made islands into normal expos and removed the minonly
Placed 3 mins in main base, away from main
Added dirt rivets in the tar
Added high dirt wall at certain spots
Extended Bridges in certain spots
butterscotch yo:
[attach=7389]

Attachments:
Slaughter Fest V.4.scx
Hits: 0 Size: 67.06kb



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Aug 22 2010, 4:47 am Dem0n Post #7

ᕕ( ᐛ )ᕗ

I feel as though those middle expos are way too open and hard to defend.
This map is so gas heavy it's not even funny. Zerg will rape on it.
The 3 minerals at the mains are useless.




Aug 22 2010, 5:56 am UnholyUrine Post #8



The 3 minerals at the mains are useless.. I Agree

I suggest removing the gas from all 4 of the expos at the sides.. this'd make it less gas heavy, and more incentive to take the middle expo.
it is true that it was gas heavy.. as I've played the map (against comp).. i kept getting more gas than minerals D:

I think this is going the right direction.



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Aug 22 2010, 9:01 am Phobic Post #9




Did some stuff you recomended and rearanged minerals at center for better unit flow
i am thinking of adding an island below and above the mains in the tar, with 6 mins and geyser
[attach=7391]

Attachments:
Slaughter Fest V.4X.scx
Hits: 3 Size: 67.12kb



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Aug 22 2010, 1:49 pm Aristocrat Post #10



Quote from name:Dem0nS1ayer
I feel as though those middle expos are way too open and hard to defend.
This map is so gas heavy it's not even funny. Zerg will rape on it.

This really doesn't look like much of a zerg map considering about every element other than the gas expansions. 5 gas per player is not unheard-of; Destination has five gas expansions per player. Zerg sucks royally on that map. (But really? 2 gas expansions and four min-onlys? Give the gas back to one pair of those min-onlys.)

Center expansions are almost NEVER meant to be easy to defend either.

The general rule of thumb is:
  • Main: 2-tile wide entrance, or a ramp.
  • Natural: ~7-tile wide entrance, or a widened ramp.
  • Min only: Exposed. Two wide entrances when not exposed.
  • Third gas: One narrow 2-tile wide entrance. Placed close to your own base behind a cliff, but very far away to access via ground.
  • Fourth gas: Two entrances, either two bridges, two ramps, or two passages. Placed far away from both bases.
  • Fifth gas: Exposed, typically placed near the center.

You should never have more than two min-only expansions for a two-player map. The only race that benefits from these expansions is Protoss. Some maps leave out min-onlys altogether.



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Aug 22 2010, 10:12 pm Phobic Post #11




My only concern is if there is enough room in corner the gas expos



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Aug 23 2010, 11:50 pm UnholyUrine Post #12



I like the final one. I think it's good.

Just change the name to something :P



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Aug 24 2010, 3:29 am DavidJCobb Post #13



Quote from UnholyUrine
I like the final one. I think it's good.

Just change the name to something :P
Would "Bloody Sand Dirtstained Orgy" work?

Seriously, though, that bridge blend is uber-clever. :)



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Aug 24 2010, 6:14 pm UnholyUrine Post #14



How about...
  • (2)TARsonis
  • (2)Desert Platform
  • (2)Desert Reach
  • (2)Dry Span
  • (2)Bridge Bonds
  • (2)Dry Bones
  • (2)Desert Divide
  • (2)Dry Junction
  • (2)Sand Reach
  • (2)Sand Junction
  • (2)Sand Shrew
  • (2)Spiral Sands
  • (2)Mirage
  • (2)Sand Storm

bleh



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Aug 24 2010, 6:23 pm Dem0n Post #15

ᕕ( ᐛ )ᕗ

"(2)-Player Desert Map" is the best name for this.




Aug 25 2010, 1:38 am Phobic Post #16



dont worry so much about the name, when a good name hits me ill post it,
but for now im thinking Noasis, Seismic Rifts, or Active Zone



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Aug 25 2010, 2:13 am Dem0n Post #17

ᕕ( ᐛ )ᕗ

Actually, your mineral lines could still use some work. The mains are fine, but the expos aren't too good.




Aug 25 2010, 2:37 pm Aristocrat Post #18



Quote from name:Dem0nS1ayer
Actually, your mineral lines could still use some work. The mains are fine, but the expos aren't too good.

If they mine equally on both sides, it shouldn't be a problem.



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Aug 25 2010, 10:40 pm Phobic Post #19




I think mineral lines that mine faster place more emphasis on expoing for minerals so it is really a feature of the map, you could try to make 4th gas expos mine minerals slow on purpose to
emphasis the gas over minerals, that being said you could purposefully make any expo mine slow to slightly define the gameplay on that map.



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[05:21 pm]
NudeRaider -- Oh_Man
Oh_Man shouted: NudeRaider yeh thts straight up cheating
the mutas yes, the wraiths probably not. Have you even watched the video? ;)
[2026-9-23. : 12:56 pm]
Oh_Man -- NudeRaider
NudeRaider shouted: Oh_Man Artosis hasn't caught on how devastating the perfect focus fire is. With the mutas he was like "the Mutas always seem to have less hp than against a human". But he didn't notice that the flock he had selected always just had one muta that was hurt. Same with the wraiths here. He's talking about how valks+wraith is gonna destroy Pluto's valks, then 5s later he's dumbfounded the human player's air is just gone and he never figured out why. And for some reason didn't even think to go back and look at the battle.
yeh thts straight up cheating
[2026-9-23. : 12:24 pm]
Oh_Man -- arty's done another vid. he's also announced he's going to organise showmatches with pro, with NO maphacks, so we can see its actual capabilities
[2026-9-23. : 10:09 am]
NimoStar -- It can by playing the same map thousands of times. It is similar to AI speedrunning games
[2026-9-23. : 2:30 am]
Symmetry -- I dreamed about that as a kid. The idea of a computer capable of analyzing a starcraft map and calculating the fastest possible way to hit the victory condition
[2026-9-23. : 2:29 am]
Symmetry -- But can AI beat my custom maps?
[2026-9-22. : 12:32 pm]
Oh_Man -- yea APM vs eAPM
[2026-9-22. : 8:48 am]
NimoStar -- plus most of the human APM is just spam clicking APM inflation
[2026-9-22. : 8:47 am]
NimoStar -- the thing with the "*12" thing is completely misleading. The AI isn't using two control groups, it can use each of those actions to command a single unit individually and issue different commands to each single unit.
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