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.
[Contest] Map Design Contest! - Page 18
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Ian Ian Ian
913 Posts
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
Mexico31 Posts
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DreaM)XeRO
Korea (South)4667 Posts
On January 28 2010 08:18 luizalberto wrote: 5) 3.6.9 is by far my favorite. i agree. | ||
CharlieMurphy
United States22895 Posts
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Fruscainte
4596 Posts
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Nightmarjoo
United States3359 Posts
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. | ||
T.n.T
United States20 Posts
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Impervious
Canada4166 Posts
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. | ||
Rut
United States70 Posts
Theme: Zerg Invasion 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
Canada106 Posts
On January 28 2010 14:29 Rut wrote: (2)Absolute Truth (note: not all creep shows up in the picture). Theme: Zerg Invasion 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 | ||
Superouman
France2195 Posts
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KinosJourney2
Sweden1811 Posts
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 | ||
Alethios
New Zealand2765 Posts
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the-Undermind
Canada106 Posts
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) | ||
Salteador Neo
Andorra5591 Posts
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). | ||
Husky
United States3362 Posts
Remember, the deadline is Feb 4th. Dont wait until the last second as there will be no acceptions for late maps. | ||
sTYleZerG-eX
Mexico473 Posts
Here it is Link of map download is here (Up date will be soon to come) http://www.panschk.de/mappage/comments.php?mapid=4013 | ||
-fj.
Samoa462 Posts
Expanded naturals, balanced ramps w/ doodads. + Show Spoiler [Montezuma rc3] + (2)Montezuma(o).scx | ||
Man.Magic
United States178 Posts
Download {revised}: More balanced areas and movement → better map. | ||
neobowman
Canada3324 Posts
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