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[Contest] Map Design Contest! - Page 18

Forum Index > BW General
Post a Reply
Prev 1 16 17 18 19 20 24 Next All
Ian Ian Ian
Profile Blog Joined August 2009
915 Posts
January 27 2010 19:36 GMT
#341
No, sprites matter. You had firelag in both cases. I run into it all the time in this one UMS map that I play.

I think having 24 valks shooting would max the sprite limit anyway, with or without tree's or whatever. But then again, I don't really know what effects the terrain has on the sprites, I just know that with units like valks the sprites get used very quickly.
luizalberto
Profile Joined December 2008
Mexico31 Posts
January 27 2010 23:18 GMT
#342
5) 3.6.9 is by far my favorite.
DreaM)XeRO
Profile Blog Joined December 2008
Korea (South)4667 Posts
January 27 2010 23:27 GMT
#343
On January 28 2010 08:18 luizalberto wrote:
5) 3.6.9 is by far my favorite.

i agree.
cw)minsean(ru
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
January 28 2010 01:08 GMT
#344
Spider Monkey is the most well made, Although I wish it was changed into a 3 or 4 player map.
..and then I would, ya know, check em'. (Aka SpoR)
Fruscainte
Profile Blog Joined December 2009
4596 Posts
January 28 2010 01:27 GMT
#345
Garden of Aiur is by far my favorite map. It just looks so not only balanced by the first glance, but great to play.
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
January 28 2010 01:50 GMT
#346
On January 28 2010 04:05 -fj. wrote:
Scmdraft says "235 out of 250 sprites on map".. Does that mean only 15 sprites are left for valkyries?


EDIT: I did a test - I created 24 valks and arbiters with 2000 HP and had the valks attack the arbiter with and without 250 tree sprites on the map.. and the arbiter died in the same amount of time. In both cases not all the valks fired, but they stalled about equally in both situations.. It also doesn't seem to matter if the sprites are all across the map or all in view at once.

It seems like sprites on map don't really make a difference, at least for valkyries... I've played some games on this map, although they weren't really high level with maxed pvz armies clashing or something, nothing ever bugged out..

My understanding is that the map limits you to 250 so that you don't get in the way of sprite-based attacks (such as valkyries). The game itself often uses more sprites than it can handle without a single sprite on the map itself. You should be ok.
aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
T.n.T
Profile Joined January 2010
United States20 Posts
January 28 2010 03:46 GMT
#347
wait, does anyone know hwo to keep the neutral buldings in One on One mode? I had to make mine an obs map to keep the neutral buildings in the game.
"If you're good at anticipating the human mind, it leaves nothing to chance." -Saw V <---Therefore, all fanboys who cry build order when their favorite player loses deserve to be put in deathtraps to fight for their lives
Impervious
Profile Blog Joined March 2009
Canada4199 Posts
January 28 2010 03:51 GMT
#348
set the player number to 12

Go to sprites -> unit sprites -> menu allowing you to find just about anything.

Use those instead. Go to the menu at the top, under options - go to sprites, then go to "snap to grid"

It will make it easier to place any building/unit in any multiplayer game.
~ \(ˌ)im-ˈpər-vē-əs\ : not capable of being damaged or harmed.
Rut
Profile Blog Joined January 2010
United States70 Posts
Last Edited: 2010-01-28 06:51:24
January 28 2010 05:29 GMT
#349
(2)Absolute Truth (note: not all creep shows up in the picture).
Theme: Zerg Invasion

[image loading]

BWM page: http://www.panschk.de/mappage/comments.php?mapid=4016

This is a two-player map I made just for this competition. I am a big fan of maps with very precisely-placed expansions (Blue Storm being the best example, in my opinion), and I wanted to mimic that with this map. The third gas has three different entrances, but they each have an obstacle which must be overcome to launch an attack. The first bridge can be defended if the player has already established control over the mineral-only, the second bridge is blocked by four neutral zerg eggs, and the higher ground leading to it is blocked by a line of minerals. One line is made entirely of 0-value minerals (six stacked on top of eachother) and the other line is made of five 0-value minerals and one 16-value mineral stacked on top of eachother. My hope is that it would require a good amount of time for an opponent to drill through and open a means to attack the third gas, but at the same time would allow a player who has taken that third gas already to quickly mine through it and create a path to the fourth gas expansion.

The neutral buildings in the center provide some obstacles and prevent building unless they are destroyed. There is a neutral Infested Command Center at the fourth gas, preventing a player from sneaking the base too early (though I am very tempted to remove this for the sake of opening up more options--the order of expansion-taking shouldn’t be too linear...thoughts?). Though there are mineral blocks, neutral buildings, and neutral zerg eggs, I haven’t had any problems with pathing so far.

(In case you're wondering, the name means absolutely nothing--my friend and I came up with it during a brainstorming session as the most overly dramatic and yet completely meaningless name on earth...)

Enjoy!
the-Undermind
Profile Blog Joined January 2010
Canada106 Posts
January 28 2010 12:59 GMT
#350
On January 28 2010 14:29 Rut wrote:
(2)Absolute Truth (note: not all creep shows up in the picture).
Theme: Zerg Invasion

[image loading]

BWM page: http://www.panschk.de/mappage/comments.php?mapid=4016

This is a two-player map I made just for this competition. I am a big fan of maps with very precisely-placed expansions (Blue Storm being the best example, in my opinion), and I wanted to mimic that with this map. The third gas has three different entrances, but they each have an obstacle which must be overcome to launch an attack. The first bridge can be defended if the player has already established control over the mineral-only, the second bridge is blocked by four neutral zerg eggs, and the higher ground leading to it is blocked by a line of minerals. One line is made entirely of 0-value minerals (six stacked on top of eachother) and the other line is made of five 0-value minerals and one 16-value mineral stacked on top of eachother. My hope is that it would require a good amount of time for an opponent to drill through and open a means to attack the third gas, but at the same time would allow a player who has taken that third gas already to quickly mine through it and create a path to the fourth gas expansion.

The neutral buildings in the center provide some obstacles and prevent building unless they are destroyed. There is a neutral Infested Command Center at the fourth gas, preventing a player from sneaking the base too early (though I am very tempted to remove this for the sake of opening up more options--the order of expansion-taking shouldn’t be too linear...thoughts?). Though there are mineral blocks, neutral buildings, and neutral zerg eggs, I haven’t had any problems with pathing so far.

(In case you're wondering, the name means absolutely nothing--my friend and I came up with it during a brainstorming session as the most overly dramatic and yet completely meaningless name on earth...)

Enjoy!



OMFG!!!!!!!!
Do I see a geyser in the backdoor expansion and the natural is mineral only!??!?!?!?

This map looks very original and looks like quite innovative game play would occur on it. <3
Shawn [the-Undermind] Williams
Superouman
Profile Blog Joined August 2007
France2195 Posts
January 28 2010 13:20 GMT
#351
don't tell me that you are impressed by a min only nat. It is such an obvious thing, and not made in pro maps since it makes some difficulties for zerg in ZvT
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
KinosJourney2
Profile Blog Joined July 2009
Sweden1811 Posts
January 28 2010 14:57 GMT
#352
(4)Velocity
[image loading]

Broodwarmaps.net link: http://www.panschk.de/mappage/comments.php?mapid=4017

This is my entry for the contest, the map contains both temples and some zerg sprites.
I just made the map for fun, didn't really think too much when i made it but hopefully it's playable

Theres some really nice maps that have been submitted *cough* Spider Monkey *cough*. I hope there will be more entries before the 4th of February :D
ocho wrote: EDIT: NEVERMIND, THIS THING HAS APM TECHNOLOGY OMG
Alethios
Profile Blog Joined December 2007
New Zealand2765 Posts
January 28 2010 15:14 GMT
#353
Some seriously cool maps there. Shame there isn't anything too inventive though. Guess those are the ones that screw up generally anyway.
When you arise in the morning, think of what a precious privilege it is to be alive - to breathe, to think, to enjoy, to love.
the-Undermind
Profile Blog Joined January 2010
Canada106 Posts
January 28 2010 15:27 GMT
#354
On January 28 2010 22:20 ProTosS4EveR wrote:
don't tell me that you are impressed by a min only nat. It is such an obvious thing, and not made in pro maps since it makes some difficulties for zerg in ZvT


I mostly mean the gas at the backdoor. Because of this, most people would probably go for that expansion first (terran 2-base off main and backdoor/3 base of main, backdoor, and nat, etc)
Shawn [the-Undermind] Williams
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
January 28 2010 15:56 GMT
#355
On January 28 2010 08:27 DreaM)XeRO wrote:
Show nested quote +
On January 28 2010 08:18 luizalberto wrote:
5) 3.6.9 is by far my favorite.

i agree.


Same here, looks sick cool :O

I will be throwing one map of mine soon if it goes right (I just started it because I was on exams).
Revolutionist fan
Husky
Profile Blog Joined May 2009
United States3362 Posts
January 28 2010 21:08 GMT
#356
I'll be updating this later today. Surprised people are still contributing maps! Completely blowin' my mind. I really like the new submissions as well.

Remember, the deadline is Feb 4th. Dont wait until the last second as there will be no acceptions for late maps.
Commentaries: youtube.com/HuskyStarcraft
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
January 28 2010 23:01 GMT
#357
Could you up date the image of my map Pixys Wish, it appears to be broken.
Here it is
[image loading]


Link of map download is here (Up date will be soon to come)
http://www.panschk.de/mappage/comments.php?mapid=4013
10%
-fj.
Profile Blog Joined April 2009
Samoa462 Posts
January 29 2010 06:09 GMT
#358
Montezuma rc3

Expanded naturals, balanced ramps w/ doodads.

+ Show Spoiler [Montezuma rc3] +

[image loading]


(2)Montezuma(o).scx
Man.Magic
Profile Blog Joined January 2010
United States178 Posts
Last Edited: 2010-02-02 04:21:06
January 29 2010 09:55 GMT
#359
[image loading]


Download {revised}:

More balanced areas and movement → better map.
¯\_(ツ)_/¯ ¯\_(ツ)_/¯ ¯\_(ツ)_/¯ ¯\_(ツ)_/¯
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
January 29 2010 10:20 GMT
#360
Finally done with exams! Will be able to work on my map a bit more now.
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