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BWM MOTM Maps 4.07 - Page 2

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crazie-penguin
Profile Blog Joined June 2006
United States1253 Posts
Last Edited: 2007-04-29 12:14:32
April 29 2007 12:13 GMT
#21
Angband 3600 ft looks very strategical and fun to play on. It's kinda like arkanoid a little with the beginning being island play. It looks like it encourages air play but still gives the option for ground campaigns. Do those small staircases allow large units like tanks and ultras to go up?

For the first desert map, I'd have to agree with Lastromantic, being zerg as well :D, it'd be a bitch to secure that natural.
niceplayer
Profile Joined March 2007
United States238 Posts
Last Edited: 2007-04-29 17:35:44
April 29 2007 17:20 GMT
#22
1. Nice concept, just get rid of some ramps. Imagine the vulture harass.

2. Terrible. No offense but I've said this before: You don't understand permanent spell effects. DMZ's ambiguous placements are the best, they don't aid offense or defense directly. The users have a choice there.

3. Nice aesthetics, but looks to be boring to play. Put some ramps on Jericho's main and make it possible to get/take the lowground expo, possibly take away a few dwebs closest to the terran generator.

4. Why aren't the ramps mirrored top vs. bottom for Spaceship? Increase the rush distance slightly. Otherwise it's a cool map.
free[gm] - redeemer toss fighting!
Detonate
Profile Blog Joined September 2006
Iceland578 Posts
April 29 2007 21:16 GMT
#23
^yea DMZ turned out to be a great map its quite exciting, especially if the game goes beyond 4 minutes.
inept @ west always up for TMM and 1vs1. TLT3 goGOgOG
Vin{MBL}
Profile Blog Joined September 2006
5185 Posts
April 29 2007 22:24 GMT
#24
yea wtf dmz is a crappy map T.T
everyone rushes XD
Moaf
Profile Joined May 2005
Austria17 Posts
April 29 2007 23:21 GMT
#25
placing a ramp on jericho will f*ck up pathing, but well, mayb there is a way...

about the first map: i would remove the large backdoor ramp and remove the center min only expos
No Risk - No Fun
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
April 30 2007 03:24 GMT
#26
niceplayer, it's funny but, I would say exactly the same thing about DMZ. Players have a choice? lol no they don't, in that map the dwebs consume everything. In Angband 3600 ft. not a single spell has to be used, they're there to add to the gameplay if players wish to use them. The swarm in the mains can be used, or it can be ignored. I've seen reps where it was used a little, used not at all, and so far not used a lot; this shows how players can use it if they want to. The dweb above the gas is important in limiting fire upon the gas from the cliff, the dwebs behind the big mineral wall expos are important in limiting pure pwnage from tanks or something, they can still do a lot of damage with them there, but the tanks or whatever can be attacked whereas without the dwebs they can sit back and enjoy the rape. The dwebs in the middle so far I haven't found to be of any use, but perhaps they can be if they players both choose more of a ground based play.

DMZ is just massed dwebs to be massing dwebs, there's nothing subtle there at all.

I think a ramp on Jericho would be a bad idea, he did that at one time and then changed it back. From watching the reps on the map it looks like it's fine without one.
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
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
April 30 2007 03:33 GMT
#27
crazie-penguin I agree with all of what you said

The small staircases will allow all units except ultralisks up and down them. Staircases which go from bottom left to top right act weird, dragoons will act like they can't go up them, but if you put a goon at the bottom and put another goon behind it the goon in front will go up it like it's supposed to; that's why I made sure to use bottom right to top left staircases in most cases; the mains and the backdoor expos have the same unbuggy staircase, but the pit behind the backdoor has two staircases, one is the buggy one the other is fine. In that location it won't play much any part in any issue, but in the important places I made sure to use the ones that weren't buggy. idk why the buggy one is buggy, doesn't make sense, it is the same size but goons act dumb around them (and probably tanks too).
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
Alumni
Profile Joined April 2007
Canada5 Posts
April 30 2007 04:52 GMT
#28
ok so (4)endorphine skyrocketed in votes lol.
but yeah... i don't know why that desert map is top in votes... it's not really balanced, just looks pretty :-\
Who says models/actors cant play?
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
May 01 2007 04:31 GMT
#29
Endorphine is a crappy map, and its votes only went up by spammers who are not active at all and only show up to vote for grig's maps. FSS isn't terrible, it's just not balanced, and we usually want balanced or seemingly so maps for MOTW, why stop that for MOTM =/
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
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
May 14 2007 07:50 GMT
#30
Ok, because of FSS's imbalances, it came down to Angband/Jerico, which were both close in votes, and after an admin decision Angband 3600 ft. 1.2 was declared the victor, Jerico being the runner up.
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
Equinox_kr
Profile Blog Joined December 2006
United States7395 Posts
May 14 2007 23:06 GMT
#31
Can I ask a question about unorthodox mapmaking (meaning the small ramps, big bridges, etc)? If you make a SUPER long ramp and you send a unit and place it at the very bottom of the ramp, will you see to the top of the ramp? Or will it act just like a unit on level ground?
^-^
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
May 15 2007 01:43 GMT
#32
I like the 3rd and 4th maps the most.
..and then I would, ya know, check em'. (Aka SpoR)
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
May 15 2007 03:17 GMT
#33
Equinox what do you mean? A long ramp in what way? Larger ramps work just the way normal ones do, except that they are wider; as for ramps which are actually longer, I haven't messed with anything like that myself and don't know how they work, but it's all based on the same tiles that normal ones do. So a unit on a highground tile should be able to see all the lowground tiles, and something on a lowground tile can't see on the highground tiles unless they were just on there or a unit shot them from it. If I didn't answer your question, perhaps try and reiterate it.

Charlie, why's that? Feedback is always nice
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
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