(2)Moonbow
Oct 28 2017, 2:48 pm
By: frostbiteX  

Oct 28 2017, 2:48 pm frostbiteX Post #1



2-player map; uh...

Has a crescent moon motif if you looked at the higher grounds sideways. Made this smack dab in the middle of the night. This is one of my maps upon returning to map-making so... apologies if I'm a bit rusty.



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(2)Moonbow.scx
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Oct 28 2017, 5:57 pm Excalibur Post #2

The sword and the faith

Way too tight and linear. Gasless islands with no anti-float chunk. Concept is just sort of 'blah'. I'd say scrap it.




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Oct 28 2017, 11:36 pm frostbiteX Post #3



Quote from Excalibur
Way too tight and linear. Gasless islands with no anti-float chunk. Concept is just sort of 'blah'. I'd say scrap it.

Oh, I see.... My apologies, I'll just make an improved version of this later on but still, thank you for the feedback.

I'll try to improve on my later maps.

Post has been edited 1 time(s), last time on Oct 28 2017, 11:50 pm by frostbiteX.



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Oct 29 2017, 8:38 pm Dem0n Post #4

ᕕ( ᐛ )ᕗ

Yeah, unfortunately the biggest flaw is how the map is set up. Positioning the two mains like that is really bad since it makes drops so easy. There's no room for naturals and third expos, which is also an issue. Some of the biggest things to remember when making a map are:

  • Position mains in ways that drops/tank can't demolish them
  • Each player should have a natural (usually with gas) along with a mineral-only third expo. After that, it depends on what you want to do, but they should always have at least three bases "reserved" for them.
  • Island expos should have some sort of anti-terran mechanism so that terran players can't just float CCs there. Usually you can put a 0 mineral count mineral field where the CC would land, or put some neutral building there that needs to be destroyed before a building can be built. It's probably better to keep islands small with most of the terrain being unbuildable so that terran can't land a CC anywhere on the island and start mining.
  • You want there to be enough open space for the players to easily move their armies across the map. By that, I don't mean just leaving half the map empty and barren, but the way this map is set up, it's really difficult to move units around. They have to go up a small ramp and maneuver around high sunken ground to reach the other player's base. Also, the middle of the map is occupied with water, which is a waste of space.
  • It's kinda hard making maps that are mirrored on the x-axis because of the reasons I already mentioned. I'd try doing it by the xy-axis so that the players are on opposite sides and corners, and then try doing different things after you're comfortable making the basic ones.


Post has been edited 1 time(s), last time on Oct 29 2017, 8:44 pm by Dem0n.




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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]
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[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
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[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]
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[2026-6-20. : 3:47 pm]
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[2026-6-20. : 3:43 pm]
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Oh_Man -- makes me wonder if SEN knows anything about the topic
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