Staredit Network > Forums > SC1 Melee Map Projects > Topic: (4) Calamity
(4) Calamity
Jun 17 2010, 11:43 pm
By: XGenesis  

Jun 17 2010, 11:43 pm XGenesis Post #1



Am I improving? :)
(I think theres a bit of empty space...)



I appreciate the criticism.

Attachments:
Calamity.scx
Hits: 2 Size: 97.54kb



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Jun 17 2010, 11:47 pm Excalibur Post #2

The sword and the faith

Wasted space, not enough deco, mineral lines aren't terrible but are still kind of boring. Lots of straight lines.

Suggestions:
Either size it down or incorporate more elements into your spaces.
Add some doodads, more creative ISOM tool action. Do it custom, tile by tile if you have to. Also, way too much buildable space. Lets get some ruins and rocks in there. Everywhere.
Look at pro map mineral formations, copy their designs.
Make things more curved. Re-do the center, and instead of making every cliff a ramp, think about how players are going to be using the mid. Make it strategic, it shouldn't just be a mass of ramps. You also have a lot of lines and rectangles in your high dirt walls, fix that up, make them more curved and gradual. All of your ISOM is pretty bad, your mains are really weird shaped and you'd have to redo a large portion of the map just to fix that.

It isn't the worst map I've ever seen but anything you had to do with the ISOM tool, which is just about everything, came out all wrong.




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Jun 18 2010, 12:06 am XGenesis Post #3



I see. Well that was fast :)

Also: My reasoning for making every cliff a ramp in the center was so that T couldn't super turtle the middle and have complete map control.
And: Every map I've posted I have had something wrong with mineral formations. I don't get it! Help! :(
EDIT: Oh, I was trying to avoid tank holes inside the random cliffs.



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Jun 18 2010, 12:10 am Excalibur Post #4

The sword and the faith

http://www.staredit.net/topic/5150/ Check the formations in that topic. Like I said yours aren't terrible, they're just one straight line. Make some holes, do diagonals on corners, stuff like that. Look at pro maps, they'll show you.

The map is reasonably open, and I'm not saying to totally tighten the mid, just make it more strategic.

Tank holes are bad but you can still make nice cliffs without holes in them.




SEN Global Moderator and Resident Zealot
-------------------------
The sword and the faith.

:ex:
Sector 12
My stream, live PC building and tech discussion.

Jun 18 2010, 12:13 am XGenesis Post #5



Thanks for the advice!
Now, It's time to head back to the dark recesses of my room without any internet!



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Jun 18 2010, 1:50 am Aristocrat Post #6



Quote from Excalibur
Also, way too much buildable space. Lets get some ruins and rocks in there. Everywhere.

That's not really necessarily a problem as much as your personal preference; there are loads of good melee maps with plenty of buildable space. Not as much as there is in his map--but definitely way more buildable space than the maps you've made recently. (Every square that's not a base is unbuildable...wtf? How do Terrans plant offensive turrets? How do people proxy robo? D:)


Quote from XGenesis
Am I improving? :)

No.

(j/k)

This map has a lot of problems that can be reasonably foreseen:
-Main-nat distance. WTF. It turns build orders into things like 13Nex and 15CC just because of the travel time.
-Vultures > your third.
-Mains are not the same size.
-Ugly multiple cliffs.
-Way too much open space.
-Some mineral formations have shit pathing.
-Main gas is not optimal. (Follow gas rule)
-Wtfrandomhillinthemiddleofthemapwithnopurposewhatsoever
-Random tree clusters O.o

Fix those. It'll be better.



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Jun 18 2010, 5:04 am UnholyUrine Post #7



I think shoving the third/fourth minerals into the middle would make this less bland.

From purely aesthetic standpoint... the 3 and 9 o'clock bases are awkward... it's like some sort of deformed tumor budding out of the poor battlefield, growing minerals and vespene. [/exaggeration]

From a balance standpoint... eehhh the guys above me's got that covered.



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Jun 18 2010, 7:12 pm Super Duper Post #8



Quote
That's not really necessarily a problem as much as your personal preference; there are loads of good melee maps with plenty of buildable space. Not as much as there is in his map--but definitely way more buildable space than the maps you've made recently. (Every square that's not a base is unbuildable...wtf? How do Terrans plant offensive turrets? How do people proxy robo? D:)
It's a problem because proxy = WinRar.
Not 100% of the map will be unbuildable, so you can still proxy robo.



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Jun 19 2010, 12:15 am XGenesis Post #9



Update soon...



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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? ;)
[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
[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
[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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