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(Map) Thunderdome - 15 men enter. 1 man leave. - Page 4

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 5 Next All
ndai
Profile Joined May 2009
United States45 Posts
April 30 2010 17:21 GMT
#61
I posted this yesterday but no one noticed:
http://forums.sc2mapster.com/general/general-chat/646-tool-sc2-custom-map-patcher/

You can use that to play UMS online with friends...
Skee
Profile Joined March 2010
Canada702 Posts
April 30 2010 17:36 GMT
#62
I think the expos should be high yield since your fighting over it against 3 other players.
Prem_
Profile Joined April 2010
United States85 Posts
April 30 2010 17:40 GMT
#63
looks beautiful. Cant wait to play it..
The only good job is a blow job.
FortuneSyn
Profile Blog Joined July 2008
1826 Posts
April 30 2010 17:42 GMT
#64
Awesome map concept man!!!
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
April 30 2010 17:46 GMT
#65
Definitely an interesting map, the functionality you mentioned of removing the main of somebody who isn't there, does that force it to be a UMS map? or can it still be hosted as a melee map?
jalstar
Profile Blog Joined September 2009
United States8198 Posts
April 30 2010 18:40 GMT
#66
I'm pretty sure you just made the Hunters/BGH of SC2

well done
ungood
Profile Blog Joined October 2009
United States75 Posts
April 30 2010 19:06 GMT
#67
Thanks Kirtar for testing the reapers. That was next on my list. I'll need to figure something out, but some clever pathing could work.

On May 01 2010 00:48 Volshok wrote:
Show nested quote +
On April 30 2010 21:28 ungood wrote:
+ Show Spoiler [Naturals] +

[image loading]


My only concern with this is Terran building lifting. Maybe have the area around the tower be unbuildable, and put rocks to the natural expo? Otherwise I could see a Terran player lifting his first rax over the rocks and holding the other players choke, while FE'ing.

Also; have you tested Stalker Blink range on the map?


I have tested stalker blink range. That's actually why there is so much empty space between mains. Stalkers can blink a _LONG_ way. I'm not sure if I should make the area between mains non-buildable. With the way I'm planning on blocking off the new expansions, it'd be pretty hard for a terran player to hold both their main and their natural, so it may be a moot point.

On May 01 2010 00:54 LuDwig- wrote:
haha this map seems real funny XD i hope it will included in bnet map pack for ffa but i suppose you need some work for balance...and I have counted 16 main...Aren't they 15 ? little confused


On May 01 2010 02:46 Shiladie wrote:
Definitely an interesting map, the functionality you mentioned of removing the main of somebody who isn't there, does that force it to be a UMS map? or can it still be hosted as a melee map?


There are 16 mains, so 1 of them will always be empty. The way I have it currently it's a UMS map, and there is a trigger that removes any main that is not filled with a player. I'm trying to figure out a good way to make it a normal Melee map and still account for the missing player w/o giving any player too big an advantage.

Thanks again everybody for the feedback.
War is Peace
junemermaid
Profile Joined September 2006
United States981 Posts
Last Edited: 2010-04-30 20:00:18
April 30 2010 19:58 GMT
#68
mmp wrote:

It's like Blood Bath, only 3.75 times more awesome!


lmao this thread is really good...

this is quite possibly the greatest idea ever conceived
the UMP says YER OUT
Ryuu314
Profile Joined October 2009
United States12679 Posts
April 30 2010 20:00 GMT
#69
Make the minerals and geysers have ridiculously too many minerals and you just made yourself the next-gen BGH
Husky
Profile Blog Joined May 2009
United States3362 Posts
April 30 2010 20:00 GMT
#70
This is so awesome
Commentaries: youtube.com/HuskyStarcraft
Kenpachi
Profile Blog Joined August 2009
United States9908 Posts
April 30 2010 20:03 GMT
#71
wow i didnt know that you can have 16 players!
ASIFNQETBNQEIGMEFGIDGNUMSDM MIND OVERLOAD.. MUST.. UPGRADE.. COMPUTER.. MUST.. MAKE.. MAPS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Nada's body is South Korea's greatest weapon.
mucker
Profile Blog Joined May 2009
United States1120 Posts
April 30 2010 20:07 GMT
#72
On May 01 2010 04:06 ungood wrote:
Thanks Kirtar for testing the reapers. That was next on my list. I'll need to figure something out, but some clever pathing could work.

Show nested quote +
On May 01 2010 00:48 Volshok wrote:
On April 30 2010 21:28 ungood wrote:
+ Show Spoiler [Naturals] +

[image loading]


My only concern with this is Terran building lifting. Maybe have the area around the tower be unbuildable, and put rocks to the natural expo? Otherwise I could see a Terran player lifting his first rax over the rocks and holding the other players choke, while FE'ing.

Also; have you tested Stalker Blink range on the map?


I have tested stalker blink range. That's actually why there is so much empty space between mains. Stalkers can blink a _LONG_ way. I'm not sure if I should make the area between mains non-buildable. With the way I'm planning on blocking off the new expansions, it'd be pretty hard for a terran player to hold both their main and their natural, so it may be a moot point.

Show nested quote +
On May 01 2010 00:54 LuDwig- wrote:
haha this map seems real funny XD i hope it will included in bnet map pack for ffa but i suppose you need some work for balance...and I have counted 16 main...Aren't they 15 ? little confused


Show nested quote +
On May 01 2010 02:46 Shiladie wrote:
Definitely an interesting map, the functionality you mentioned of removing the main of somebody who isn't there, does that force it to be a UMS map? or can it still be hosted as a melee map?


There are 16 mains, so 1 of them will always be empty. The way I have it currently it's a UMS map, and there is a trigger that removes any main that is not filled with a player. I'm trying to figure out a good way to make it a normal Melee map and still account for the missing player w/o giving any player too big an advantage.

Thanks again everybody for the feedback.


Maybe just go for 14 player?
Love the concept, could lauch a whole new mini-tournament map genre...
It's supposed to be automatic but actually you have to press this button.
Jdanzi
Profile Joined March 2010
England78 Posts
April 30 2010 20:11 GMT
#73
Wow, looks good.
OmasN
Profile Joined April 2010
United Kingdom170 Posts
April 30 2010 20:51 GMT
#74
Looks awesome
New to SC.
EleanorRIgby
Profile Joined March 2008
Canada3923 Posts
April 30 2010 20:54 GMT
#75
wow sick concept, i wanna play!
savior did nothing wrong
Wajinki
Profile Joined March 2010
United States1 Post
May 01 2010 01:08 GMT
#76
How much advantage do you think there would be for terrans that end up being placed on the interior branch of each forked platform? It's hard for me to get a sense of the distance with a map that size, but it seems like they'd be in a good position to immediately load SCV's, lift up, and float over to the middle yellow mineral patches. Terrans starting in positions at the outside of each fork would have almost twice the distance to travel, even if they took the most direct route over an enemy base, so it doesn't seem like they could attempt it. I'm not sure if this is an imbalancing tactic, because I don't know how long the CC travel time would be just looking at the map. It seems like about twice the distance you would travel when trying the same opening on Metalopolis. It might be that travel time would provide enough of a trade-off to keep things relatively even. That, and with 7 other platforms near the interior, there will likely be other terrans attempting the same thing. That would make for some interesting fights; two CC's trying to land at the same mineral patch... I can imagine a whole other type of game taking place in the middle with planetary fortress rushing the high yield patches as a semi-standard tactic.
"You can't reason someone out of a position they didn't reason themselves into."
im a roc
Profile Blog Joined April 2010
United States745 Posts
May 01 2010 01:21 GMT
#77
I find it kind of sad that there are only 15 spots as it makes it hard to implement a good symmetrical FFA map like this, but realistically, how many competitive 16 player maps do you need?
Beware The Proxy Pool Rush
Senx
Profile Blog Joined March 2008
Sweden5901 Posts
Last Edited: 2010-05-01 01:24:01
May 01 2010 01:23 GMT
#78
On April 30 2010 16:22 qxc wrote:
IMO we need epic 15 man game w/ high level players on this. That would be an awesome game to play/spectate


lol this :D Showmatch epicness

Impossible to commentate on though :D
"trash micro but win - its marine" MC commentary during HSC 4
Kenpachi
Profile Blog Joined August 2009
United States9908 Posts
May 01 2010 02:56 GMT
#79
On May 01 2010 10:23 Senx wrote:
Show nested quote +
On April 30 2010 16:22 qxc wrote:
IMO we need epic 15 man game w/ high level players on this. That would be an awesome game to play/spectate


lol this :D Showmatch epicness

Impossible to commentate on though :D

i think Spectators can still join. and there was a betting function?
Nada's body is South Korea's greatest weapon.
Cleomenes
Profile Joined May 2010
United States138 Posts
May 01 2010 04:31 GMT
#80
I can't figure out how to play 14 A.I.s. I've tried testing the game in the editor and making a custom game using a custom patcher. At best I can only play 3 others w/ the patcher, or no one at all with the editor.
Prev 1 2 3 4 5 Next All
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