Staredit Network > Forums > SC1 Melee Map Projects > Topic: (2)The North Star
(2)The North Star
Feb 17 2010, 4:51 pm
By: Super Duper  

Feb 17 2010, 4:51 pm Super Duper Post #1





Lets see here...
6 Stacked temples.
3 Psi Disruptors.
Concept: Obviously, the easy natural and min-only harass is a big factor. Don't complain about no turret room at the nat, because you can just plant a turret or two on the high ground, then you are safe.



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Feb 18 2010, 6:43 am UnholyUrine Post #2



:D
I like the concept of how the base + nat spans the entire top/bot of map.
I don't like the middle.... obviously, I don't know every single strat in melee cause I don't reli play it... but it's really open and decorated really strangely... :\ (especially the ice)



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Feb 18 2010, 5:09 pm Super Duper Post #3



The ice looks weird to prevent units from being dropped in the ice.
If it wasn't open, I bet Terran would dominate.



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Feb 18 2010, 9:16 pm UnholyUrine Post #4



I know that <.<
You can probably mix in some dirt in there and use different doodads to make it look better.



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Feb 18 2010, 9:41 pm Super Duper Post #5





Seriously, I have dirt around the center, or were you referring to something else?



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Feb 18 2010, 9:53 pm UnholyUrine Post #6



Sorry i meant snow XD



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Feb 18 2010, 11:41 pm Aristocrat Post #7



It's way easier to use a transport to get to the 3rd gas than killing all the temples, so it's essentially an island that can be broken by outside forces. Maybe put a mineral so terran can't float a CC in. (Toss and zerg need every one of their reavers/lurkers so they can't be bothered to kill the temples) You could have skimped a little on the doodading, but eh...

(There's a huge difference between turrets in the nat and turrets 1 matrix away from the nat on top of a cliff, btw.)

Also, you probably could have just interlaced snow with ice to make it undroppable instead of this, looks nicer as well.

Just as a side note, I know it's ironic, but please try to avoid snow as much as possible on the snow tileset, it hurts our eyes.



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Feb 20 2010, 6:15 pm Super Duper Post #8



Quote
It's way easier to use a transport to get to the 3rd gas than killing all the temples, so it's essentially an island that can be broken by outside forces. Maybe put a mineral so terran can't float a CC in. (Toss and zerg need every one of their reavers/lurkers so they can't be bothered to kill the temples) You could have skimped a little on the doodading, but eh...

- I have a mineral, but the dumb pic doesnt say so. Besides, I didnt want this map to be a map where you cant make an unpredictable move without air.

Quote
Also, you probably could have just interlaced snow with ice to make it undroppable instead of this, looks nicer as well.

- Still tank accessible

Quote
Just as a side note, I know it's ironic, but please try to avoid snow as much as possible on the snow tileset, it hurts our eyes.
- Theres barely any snow, except around the nats and the thirds.



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Feb 20 2010, 6:22 pm Devourer Post #9

Hello

I like it, especially those ramps are awesome, never seen them before. But what I don't like is how linear the middle is.



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Feb 20 2010, 7:43 pm Aristocrat Post #10



Quote from name:Ciara
Quote
Also, you probably could have just interlaced snow with ice to make it undroppable instead of this, looks nicer as well.

- Still tank accessible

I hate to be that guy, but...





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Feb 20 2010, 9:41 pm Dem0n Post #11

ᕕ( ᐛ )ᕗ

Try without grid. Sometimes you can place units in there if you try really hard.




Feb 20 2010, 9:44 pm Aristocrat Post #12



Quote from name:Dem0nS1ayer
Try without grid. Sometimes you can place units in there if you try really hard.

I had units snap to grid turned off; the grid is there to show that all the holes are less than 1 matrix high for most of its span. A tank, which takes up a continuous 1 matrix square, cannot fit.



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Feb 21 2010, 1:55 am UnholyUrine Post #13



Quote from name:doomedrusher


Quote
You can probably mix in some dirt snow in there and use different doodads to make it look better.

See? :D



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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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