Staredit Network > Forums > SC1 Melee Map Projects > Topic: (2)Sigma.scx
(2)Sigma.scx
Feb 23 2010, 1:01 am
By: Aristocrat  

Feb 23 2010, 1:01 am Aristocrat Post #1





I couldn't get enough decent players to play (no B- ever plays UMS), so these C reps will do: (4 total)
http://www.repdepot.net/map.php?id=1906 <- Rep with satuross contains successful manner supply depot, LOL
http://www.repdepot.net/map.php?id=1880

The concept of the map is the usage of basilica as terrain in lieu of using high dirt cliffs to produce elevation. Basilica is normally unbuildable, so no Twilight map had this sort of terraining prior to this. Everything is vision/hit tested, including the stacked high basilica. (Thanks to HK for the method of blending basilica!)

TvP is definitely balanced as seen through testing; cheese rush builds like 5pool are not strong here due to rush distance. I have not seen enough zerg plays to comment on Z balance but it does not appear too bad at the moment.

TL Thread



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Feb 23 2010, 7:51 pm PoisonHunter Post #2



I'm guessing someone else will probably tell you, so ill tell you first. The upper high ruins shouldn't be tankable, so I guess try and make it so people can't land units up on the upper-most cliffs



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Feb 24 2010, 3:55 am NinjaOtis Post #3



You should make a pi or phi map lala o_o



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Feb 24 2010, 11:04 pm Aristocrat Post #4



Quote from PoisonHunter
I'm guessing someone else will probably tell you, so ill tell you first. The upper high ruins shouldn't be tankable, so I guess try and make it so people can't land units up on the upper-most cliffs

Which ones?



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Mar 22 2010, 11:50 pm ImagoDeo Post #5



He means the ones in the upper left and right corners. Terrans could land siege tanks up there and blast the crap out of the main's mineral line. Big advantage for Terran, if they can get there without the opponent noticing. If the enemy has no air units, and the terran gets enough tanks up there, those tanks are never coming down.

I love the atmosphere of this map. Very gloomy.



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[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:
[2026-6-19. : 9:57 am]
Oh_Man -- makes me wonder if SEN knows anything about the topic
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