Staredit Network > Forums > SC2 Melee > Topic: (2) Geneta
(2) Geneta
Jun 27 2010, 7:31 am
By: JaBoK  

Jun 27 2010, 7:31 am JaBoK Post #1



Hey all, this is my first crack at a balanced SC2 melee map. The map is 2 player, with a relatively long rush distance (not desert oasis long, but something like blistering sands. It's a bit big, and I kept it down to 8 bases total unlike the 10 you'll see in some maps. (Basically, no island or destructible rocks bases here, but I may change that in a revision). The idea of the map is that the center provides a large, open battlefield that can be tricky to play on because of the ramps. That being said, it is difficult to contain an opponent because their third base can often be accessed, and even then there are destructible rocks that allow players to break contains directly from their natural, and that allow players two means of attacking the natural in late-game. The Xel-Naga watchtowers are where they are so that defensive scouting is encouraged, and so there is a way for forces coming up the hill to see up and attack forces on the top of the hill if they get too close.



I was a little hesitant about the high-yield placement (Considering making them low-yield and altering the center of the map for two high-yield expansions) but I think that their remoteness makes them hard to hold once you make the move to take them. I'd appreciate thoughts, comments, etc. You can download the map below.



Attachments:
Geneta.SC2Map
Hits: 0 Size: 666.86kb



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Jun 28 2010, 7:16 am UnholyUrine Post #2



I think the whole concept of the map is very well done.
I like it a lot!

It sort of forces people to pressure each other. A real rush fest. I think the rush distance is fine.

The only thing I could say is that you could've decorated the map a bit more. Especially in the middle. Try adding touches of different textures :D



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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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