Staredit Network > Forums > SC1 Melee Map Projects > Topic: (2)Polar Night
(2)Polar Night
Jul 12 2010, 12:09 am
By: SovietRussia  

Jul 12 2010, 12:09 am SovietRussia Post #1




My friend recently made a melee map and asked me to critique it.
However, seeing as how I am often not a mapper myself I thought I'd ask for some input here from other users.
So, map info:

Polar Night
Players: 2
Size: 128x96
Tileset: Twilight
- Mains at 3ish and 9ish
- Backnats: 7M 1G, standard values
- Fronts are min only with 7 mineral patches
- Another mineral next to each main
- 12 and 6 have both a 5M outsider/GBR-ish expo as well as a cliff expo with 2 ramps (7M 1G)
- Corners have 6M 1G but the geyser has only 1250. There is a spider mine that has to be detected and removed before an expansion can be placed there.
- Center is pretty much unbuildable.

The backnats have been made purposely, as far as I know, to be rather harassable by mutalisks. As far as we've checked there are no tank holes but any tank abuse locations you find would definitely be appreciated. The doodads beneath the ramps at each corner expansions are there to prevent tanks from sieging up behind there to hit the mineral only.

Thanks in advance for your help!



None.

Jul 12 2010, 12:13 am Excalibur Post #2

The sword and the faith

Remove high ground lines in middle.

Widen 12 and 6 high ground expo ramps.

Remove 12 and 6 low ground expos.

Make wide ramp for corner expos to where the now removed lowground expos were.

Turn backdoor expos into islands, move them back, and enlarge mains.

Re-form natural and add gas to it. Needs to be protected from siege by high ground with no tank holes.

Not terrible, reasonably average. Work on it.


Image to help with changes:





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Jul 17 2010, 3:54 am Tempz Post #3



Damn it you sniped me :O
Any-who good map except for the changes that he stated above



None.

Jul 17 2010, 7:10 pm Falkoner Post #4



Can you post the map as-is before you edit it? It's nice to play a map that's outside the generic "perfect" melee map that this forum constantly pumps out.



None.

Jul 18 2010, 11:07 pm Lanthanide Post #5



Quote from Falkoner
Can you post the map as-is before you edit it? It's nice to play a map that's outside the generic "perfect" melee map that this forum constantly pumps out.
Yes, I agree. While it is nice to have a balanced map, and make everything fair, it does also tend to make things really bland. There's no point trying to find neat spots to put your tanks, because you can be sure the mapmaker didn't leave any, etc.



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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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