Staredit Network > Forums > SC1 Melee Map Projects > Topic: (2)Bridge City
(2)Bridge City
Oct 23 2008, 5:01 am
By: MNeox  

Oct 23 2008, 5:01 am MNeox Post #1





I have been wanting to make a melee map that uses bridge tiles and use them to construct platforms over water. Sadly this is my first attempt, I know there's some balance issues with the bridges coming out of the main, but other than that, does it look good-ish?

Oh yeah and here's the map just in case you find it interesting.

Edit: Re-did the map

Attachments:
(2)Bridge City v1.1.scm
Hits: 5 Size: 58.3kb

Post has been edited 2 time(s), last time on Oct 26 2008, 10:22 pm by MNeox.



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Oct 23 2008, 11:02 am Excalibur Post #2

The sword and the faith

Interesting use of bridges but it is far too tight. If you can find a way to open up the map, it might work out. Also, try to stick to ONE enter/exit from the main, and a max of three from the nat, and keep in mind how Z has to sunk their nat.




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Oct 23 2008, 6:22 pm Devourer Post #3

Hello

blends well... anyway, you are pro in terraining... so it wasn't hard to make for you, i guess^^
the second geysire at each main is useless... :P



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Oct 23 2008, 6:29 pm Excalibur Post #4

The sword and the faith

Yeah the lone geyser is useless. And try to standardize the main/nat.




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

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

Oct 23 2008, 6:43 pm Devourer Post #5

Hello

ahhh... I just see it now... terran is overpwerd here: just camp behind the buildings and pwn the enemy's workers with a tank.... the main recources should be placed somewhere else^^



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Oct 23 2008, 6:46 pm Dem0n Post #6

ᕕ( ᐛ )ᕗ

you could add minerals to that geyser to make it your nat, then take out the geyser from the other expo.




Oct 23 2008, 6:47 pm Devourer Post #7

Hello

Quote from name:Dem0nS1ayer
you could add minerals to that geyser to make it your nat, then take out the geyser from the other expo.

also a good idea ^^


you may should have pimped the 2 islands ;)



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Oct 23 2008, 6:48 pm Vi3t-X Post #8



Sadly, it seems Terrans can easilly choke poin the bridge(s).



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Oct 23 2008, 6:53 pm Devourer Post #9

Hello

Quote from Vi3t-X
Sadly, it seems Terrans can easilly choke poin the bridge(s).
also that... between... it seems like terrans are able to protect the expos with some tanks on the "buildings" at the sites... or am I wrong?

ma facit: looks nice but terran is totally overpwerd... and zerg totally underpowerd [small entries]



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Oct 23 2008, 9:43 pm Vi3t-X Post #10



There is a significant Terran advantage with the usage of tight choke points. This may be an interesting map to play a mod on though...



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Oct 24 2008, 12:54 am MNeox Post #11



Well, I'll remake this map in some way, I just wanted to see how the outcome would look by using bridge tiles.
I'll see what I can dig out in the next version.



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Oct 24 2008, 12:38 pm Devourer Post #12

Hello

Quote from MNeox
Well, I'll remake this map in some way, I just wanted to see how the outcome would look by using bridge tiles.
I'll see what I can dig out in the next version.

the terrain is great at all!!
just the unit-placements [recources and start-locations] are bad...
you may try sth like that with jungle with "bridge-wall" would look epic i guess ;)



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Oct 26 2008, 10:26 pm MNeox Post #13



Ok, I've tried to balance it a bit more. What do you think?



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Oct 26 2008, 11:03 pm Biophysicist Post #14



A slightly edited version of this map might work really well for my mod project. Is it okay if I use this map for that purpose? I will credit you, of course.



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Oct 26 2008, 11:17 pm MNeox Post #15



sssssuuuurrreeee o.o



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Oct 26 2008, 11:52 pm Vi3t-X Post #16



The map totally kills a Zerg Rush Strategy. But yea, its a bit nicer.



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Oct 27 2008, 12:21 am Symmetry Post #17

Dungeon Master

Move the nat out farther so Z can protect their main with sunkens at their nat.



:voy: :jaff: :voy: :jaff:

Oct 27 2008, 12:28 am MNeox Post #18



Quote from name:Reindeer Breeder
Move the nat out farther so Z can protect their main with sunkens at their nat.

O-tay, I think that's the only problem left right?



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Oct 27 2008, 12:33 am Symmetry Post #19

Dungeon Master

Well, there are undoubtedly other issues, I just don't know enough to spot them :P



:voy: :jaff: :voy: :jaff:

Oct 27 2008, 1:46 pm Devourer Post #20

Hello

looks perfect in my eyes now... well done

but is it possible to mine those chunks at those islands at the middle? :D



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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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