(2)Football
Jan 18 2010, 10:25 pm
By: Super Duper  

Jan 18 2010, 10:25 pm Super Duper Post #1



The reason I haven't posted a map in so long is because I had to do this map over and over and over again. Why? If you saw the previous versions of this map, you would understand. Its a 128x128 map, I thought I would try my luck there.
I'm working on a 4 player map (Rotational symmetry and if I may say so, it doesn't look as bad as my last one).
Anyways, here it is:



Edit:
Forgot to mention thats 4 stacked temples. Deco on the sides isint done.

Attachments:
(2)Football.scx
Hits: 4 Size: 84.74kb

Post has been edited 2 time(s), last time on Jan 19 2010, 1:14 am by Ciara.



None.

Jan 19 2010, 12:22 am Pr0nogo Post #2



Unless your decoration isn't completed yet, I'm going to go ahead and yell at you for that. Especially pertaining to the upper-right and bottom-left. There's about, say, four doodads on each of those areas.

The spritage you have in between the Psi Disruptor sprites throws me off even more, as it's detailed nicely (if a bit too much). It contrasts the rest of the map's decoration too much, so I'd suggest you plant more sprites and/or doodads.

Your mud tiles are too repetitive.

I can't tell if it classifies as 'wasted space' or not, but there's too much high dirt inside the map and not enough outside it.

The expansions within the high ground walls are too close to each other (or they look it).

The nats are extremely tankable.

The water in the corners is a nice touch, but... I don't know. Something about this entire map just turns me off, aesthetically.




Jan 19 2010, 12:46 am Super Duper Post #3



Quote from name:Pronogo
Unless your decoration isn't completed yet, I'm going to go ahead and yell at you for that. Especially pertaining to the upper-right and bottom-left. There's about, say, four doodads on each of those areas.

The spritage you have in between the Psi Disruptor sprites throws me off even more, as it's detailed nicely (if a bit too much). It contrasts the rest of the map's decoration too much, so I'd suggest you plant more sprites and/or doodads.

Your mud tiles are too repetitive.

I can't tell if it classifies as 'wasted space' or not, but there's too much high dirt inside the map and not enough outside it.

The expansions within the high ground walls are too close to each other (or they look it).

The nats are extremely tankable.

The water in the corners is a nice touch, but... I don't know. Something about this entire map just turns me off, aesthetically.
How are the nats tankable?

Post has been edited 1 time(s), last time on Jan 19 2010, 1:13 am by Ciara.



None.

Jan 19 2010, 1:00 am Pr0nogo Post #4



Address the tank holes then, at least.




Jan 19 2010, 1:12 am Super Duper Post #5



Quote from name:Pronogo
Address the tank holes then, at least.
Whatever do you mean (wink, wink).



None.

Jan 19 2010, 4:42 am Decency Post #6



Decent design but I think Terran would run this easily. In TvZ they have a single place to defend 4 bases, unless Lurkers try to break the Temple, and one Tank plus a Turret stops that. In TvP they can push up the middle easily without fear of being flanked, there's even places for turrets when pushing.

You're probably better off shrinking it to 128x96 or 96x128 and trying to make the sides more useful. As it is now, opening up the Temple just opens another attack point where you can't really get your troops to quickly. If you enlarge the secondary paths that are also blocked by neutral buildings you can probably improve the map there, too.



None.

Jan 19 2010, 4:51 am Pr0nogo Post #7



Quote from name:Ciara
Whatever do you mean (wink, wink).

I'm referring to your nats and their extreme tankability. You can - literally - park your tanks beneath/above the Mineral lines and wipe out everything, including the hub.




Jan 19 2010, 3:33 pm Super Duper Post #8



Quote from name:FaZ-
Decent design but I think Terran would run this easily. In TvZ they have a single place to defend 4 bases, unless Lurkers try to break the Temple, and one Tank plus a Turret stops that. In TvP they can push up the middle easily without fear of being flanked, there's even places for turrets when pushing.

You're probably better off shrinking it to 128x96 or 96x128 and trying to make the sides more useful. As it is now, opening up the Temple just opens another attack point where you can't really get your troops to quickly. If you enlarge the secondary paths that are also blocked by neutral buildings you can probably improve the map there, too.
In TvP, the middle is open enough to flank the terran. But you are right about everything else. If I removed the turret room, itd fix the TvZ problem.
Eh, Im just going to scrap it and make a 96x128 map.

Damnit!

@Pron
Quote
Sometimes you have to be experimental in your concepts, even if it affects the balance negatively.




None.

Jan 20 2010, 8:20 am BeDazed Post #9



The design is identical to Monty Hall. I'd have to say- these kind of maps have already been proven that T's would own.



None.

Jan 22 2010, 9:20 pm ImagoDeo Post #10





TANK HOLES EVERYWHERE.

Post has been edited 1 time(s), last time on Jun 7 2010, 4:19 am by ImagoDeo.



None.

Jan 22 2010, 10:19 pm Pr0nogo Post #11



Rofl ImageDeo. Only 25% of those even pose a threat to the expoes.




Jan 23 2010, 12:31 am ImagoDeo Post #12



Quote from name:Pronogo
Rofl ImageDeo. Only 25% of those even pose a threat to the expoes.

Does that matter? I would think that tank holes are annoying even if all the enemy can do is use them to harass forces moving from place to place.

Plus, that 25% AT LEAST should have something DONE ABOUT IT.



None.

Jan 23 2010, 2:27 am Pr0nogo Post #13



Quote from ImagoDeo
Does that matter? I would think that tank holes are annoying even if all the enemy can do is use them to harass forces moving from place to place.

Plus, that 25% AT LEAST should have something DONE ABOUT IT.

Of course it should. I'm just saying that it's a little silly to be like I CAN PLANT TANKS WHERE NOTHING WILL HAPPEN WTF FIX.

I don't think any T player would ever try and harass forces by planting tanks in the middle of nowhere, but I suppose that varies from player to player.




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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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