Staredit Network > Forums > SC1 Melee Map Projects > Topic: My melee maps
My melee maps
Aug 29 2007, 3:05 pm
By: Demented Shaman
Pages: 1 2 3 >
 

Aug 29 2007, 3:05 pm Demented Shaman Post #1



(4)Turtle Land


(4)Circular Ruins

http://www.panschk.de/mappage/comments.php?mapid=2451

Any comments welcome :)

Post has been edited 2 time(s), last time on Aug 30 2007, 6:06 pm by devilesk.



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Aug 29 2007, 5:45 pm Koltz Post #2



circular ruins looks really good. id play it



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Aug 29 2007, 5:57 pm who Post #3



problem with second one is that its extremely easy for a terran to turtle. there is a back expo and a front expo for every main.



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Aug 29 2007, 6:13 pm TitanWing Post #4



1st one is kinda bland and the top and bottom islands are imbalanced, top is more vulnerable to drops.

2nd one is just LT with a interior natural instead of islands. Get more creative! :)



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Aug 29 2007, 6:16 pm who Post #5



1st one's kinda ugly, no offense



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Aug 29 2007, 9:08 pm TitanWing Post #6



Not to mention a Terran wet dream. Tanks on the main will murder ANYTHING on the ground. Especially since they don't even need to go outside their safety zone to expo.

All I can see from it is mass carriers TvP or mass muta/guard TvZ.



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Aug 29 2007, 9:53 pm Falcizzle Post #7



I'm surprised that you've made both maps. Improvement much? ^^

The first one has inherently flawed game design, which I don't think I need to get into. Free expo, pretty much, easy ramp choke for T, no flanking area so T>P>Z, islands....>.>;; Out of proportion, etc etc.

Second map looks like it was implemented well, but seems to have too much money. As people have already noted, the expo behind the main is easy to secure by any race, but it benefits T and P more than Z.

The middle expos seem to be the only things that people would even fight over, and as such, I would say to add gas since a Z would definitely need 3 gas to counter a T with 3 bases...

Then again, gas in every mid expansion would make money WAAAAAAAAY too abundant, and, well...

I don't know. If you take them out, it's turtle-riffic, but even if you leave them in, I dunno how the relative tightness will play out in game.

I like the map though, just dunno how I'd "fix" the "problem", if you can call one. ^^




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Aug 29 2007, 9:58 pm Demented Shaman Post #8



I actually made Circular Ruins first :lol:

Would it help if I made the expo in the back of each main some kind of island or have some kind of mineral block?

Post has been edited 2 time(s), last time on Aug 29 2007, 10:00 pm by devilesk.



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Aug 29 2007, 10:39 pm Koltz Post #9



its fine. its only 2 gasses



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Aug 30 2007, 12:07 am TitanWing Post #10



Tanks + dropship > all expos on Circular Ruins. Make those cliffs undroppable.



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Aug 30 2007, 5:47 pm Demented Shaman Post #11



Okay, I've made some changes. Thanks for the comments and keep them coming.





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Aug 30 2007, 6:00 pm who Post #12



large mains = drop pwnage

edit: wait, i think i was being retarded.

Post has been edited 1 time(s), last time on Oct 31 2007, 3:11 am by someone09.



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Aug 30 2007, 6:02 pm Demented Shaman Post #13



Would you mind describing where I should shave off parts of the mains or making some edits to the picture in paint?

I'm thinking to make it smaller I would just break up the highlands more with dirt extending it from where it already is.

I have also submitted it to bwmn.
http://www.panschk.de/mappage/comments.php?mapid=2451

Post has been edited 2 time(s), last time on Aug 30 2007, 6:06 pm by devilesk.



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Aug 30 2007, 6:35 pm who Post #14



well the mains are too big, that's basically it

edit: wait, i think i was being retarded.

Post has been edited 1 time(s), last time on Oct 31 2007, 3:11 am by someone09.



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Aug 30 2007, 10:17 pm Demented Shaman Post #15



More changes based on comments at bmwn:





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Aug 31 2007, 4:59 am GuN_Solar90 Post #16



I believe your resource useage is adequate.



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Sep 2 2007, 12:24 am Demented Shaman Post #17



Another update:
http://www.panschk.de/mappage/(4)circular%20ruins(n)[1].jpg" style="max-width:500px; max-height:500px;" onclick="javascript:show_image(183883011)" id="image_clickable_183883011" class="image_clickable">
http://www.panschk.de/mappage/(4)Circular%20Ruins(n).scm

Post has been edited 1 time(s), last time on Sep 2 2007, 12:24 am by devilesk.



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Sep 2 2007, 12:54 am R.I.S.K Post #18



what is bwmn? and very nice map, tres bien!



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Sep 2 2007, 12:59 am Demented Shaman Post #19



This is bwmn: http://www.panschk.de/mappage/newsscript/viewnews.php



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Sep 2 2007, 2:43 am Valug Post #20



Yeah, those maps are fine, if you want to make the same old map thats been made a thousand times already.

/thumbsdown




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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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