
[Map] Ground Xero - Page 3
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never_Nal
Costa Rica676 Posts
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prodiG
Canada2016 Posts
On June 21 2010 16:13 Christmastaflex wrote: I think you should really take into consideration the criticism on the high yield. A 4 play map with 1 high yield containing no gas? Sure there are pleanty of other expansions to take, but at what point of the game does a player have a decision to make a pivotal move for a dangerous high yeild. Simple enough 1 hy for 4 players with no gas...ATLEAST add gas. Outside of that; I really appreciate the main//natural. Large base with alot of room for great drop harrass on both main and natural. However, I feel uncomforable with such tight travel lanes. Gains way to terran mech imo. Not much opportunity for flanking which makes Zerg ground Bantha Fodder. Against a turtling terran I see it being even more of a nightmare with the Main/Natural in comparison to the lane sizes. A siege tank on the ledge of the main is in range to shred units all the way to the next expansions ramp. I like the general cosmetics of the map but I would suggest amplifying the size of the map giving more room in the lanes. All in all thanks for the thread. Good Luck, I hope you submit more. I'll consider the high yield, but not before sufficient testing. With ten patches, it still nets you WAY more minerals than any other base on the map and controlling that base and saturating it will put you at a significant advantage. As for the travel lanes, they're just about as wide as anything you'd see on Metalopolis, which was heaven for Zergs. If Zergs want to set up elaborate flanks, they can get overlords and nydus works and drop them on the other side of the map. Mindless 1a2a3a will get you killed, and that's the way I designed it. Against a turtling terran, you need to pull out every trick in the book. Take the 10 patch gold expansion and every other base on the map and harass the christ out of the terran if he wants to park himself in his nat and do nothing. I'll stop here, because that particular topic tends to just piss me off and I don't want to look like an angry troll ![]() Finally, a Siege Tank on the ledge of the main can hit units running into the nat... What map can they NOT do that on? | ||
stimtokolos
Australia77 Posts
If your tarmac is still showing up under the road and you want to fix it, it is just a doodad I believe. Drag a selection box around it in the doodad palette, then hit enter. There should be a box on the second row of values for Height. Add a small amount to that value until it appears just above the road. I'm unsure but you might have to click "OK" at the bottom to make the changes show up in the main window. I think adding +0.1 or 0.2 height should be enough. But I'd have to see really. Hope this helps if you still care about it ![]() | ||
Darthturtle
United States718 Posts
It also looks like zerg might be a bit uncomfortable on this map, There's no expansion I'd particularly want to take as my third. Finally, I think whoever gets a fast contain off first will win here. Maybe the main could use a back door or something, but right now, it looks so easy to just trap someone against two of the more obvious awful defender's arcs (right outside the bent ramp, and above/below the natural, where you're about to spill into the center of the map.). | ||
prodiG
Canada2016 Posts
On June 21 2010 16:58 stimtokolos wrote: prodiG. If your tarmac is still showing up under the road and you want to fix it, it is just a doodad I believe. Drag a selection box around it in the doodad palette, then hit enter. There should be a box on the second row of values for Height. Add a small amount to that value until it appears just above the road. I'm unsure but you might have to click "OK" at the bottom to make the changes show up in the main window. I think adding +0.1 or 0.2 height should be enough. But I'd have to see really. Hope this helps if you still care about it ![]() Every time I change the value, all of the other tarmacs go back under the road. According to the guys in #sc2mapster, the actor is bugged and I guess I'm just going to have to wait for a beta phase 2 patch to fix it ;_; | ||
ckw
United States1018 Posts
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Zoltan
United States656 Posts
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stimtokolos
Australia77 Posts
On June 22 2010 00:18 prodiG wrote: Every time I change the value, all of the other tarmacs go back under the road. According to the guys in #sc2mapster, the actor is bugged and I guess I'm just going to have to wait for a beta phase 2 patch to fix it ;_; That sucks, I just toyed around to see if I could fix it with my limited skills. As it turns out I cannot. | ||
prodiG
Canada2016 Posts
On June 22 2010 01:12 stimtokolos wrote: That sucks, I just toyed around to see if I could fix it with my limited skills. As it turns out I cannot. Yeah, it and some of the decal doodad actors are bugged and act wierd like this. What I really don't understand is why it works fine on Metalopolis but not anywhere else... | ||
CharlieMurphy
United States22895 Posts
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stimtokolos
Australia77 Posts
On June 22 2010 10:16 prodiG wrote: Yeah, it and some of the decal doodad actors are bugged and act wierd like this. What I really don't understand is why it works fine on Metalopolis but not anywhere else... On Metalopolis the roads don't actually pass under the tarmacs. They terminate neatly at the edge and in the gap the tarmac appears. Them making the map like this could be a reason for them missing the bugged actors in testing. If you change it to be like this, make sure you know that holding control while are about to lay a point of road makes it so that it won't join to previous road. I'm not a huge fan of the road system as is. Really wish when you hit escape, then selected a 'point' that the road has placed, you could alter the X-Y coordinates of the point. As it stands it opens up a window where you can't change anything. I'm a bit obsessive about things being EXACTLY where I want them though. E: You're probably aware of this, but there is a link somewhere in the "Remodel a Blizzard Map" contest or whatever they called it to all the melee map files if you're looking for something liek a reference. I wish I could rotate mineral patches to be honest. Maybe I'll make a custom unit. | ||
prodiG
Canada2016 Posts
On June 22 2010 11:26 stimtokolos wrote: On Metalopolis the roads don't actually pass under the tarmacs. They terminate neatly at the edge and in the gap the tarmac appears. Them making the map like this could be a reason for them missing the bugged actors in testing. If you change it to be like this, make sure you know that holding control while are about to lay a point of road makes it so that it won't join to previous road. I'm not a huge fan of the road system as is. Really wish when you hit escape, then selected a 'point' that the road has placed, you could alter the X-Y coordinates of the point. As it stands it opens up a window where you can't change anything. I'm a bit obsessive about things being EXACTLY where I want them though. This was actually the next thing I was going to try, even though it's pretty irritating. On June 22 2010 11:26 stimtokolos wrote: E: You're probably aware of this, but there is a link somewhere in the "Remodel a Blizzard Map" contest or whatever they called it to all the melee map files if you're looking for something liek a reference. I wish I could rotate mineral patches to be honest. Maybe I'll make a custom unit. I have them all, I've entered "Neo Metalopolis" into the contest, you can see it in my map thread (shameless self promotion!) | ||
stimtokolos
Australia77 Posts
![]() I'm holding out on posting the map I've been working on until beta comes back up. There is already a huge quantity of maps on here I'd rather just wait until it can be actually play tested. I'm also feeling lazy and don't want to have to fix the textures now that I've modified the terrain a bunch. I'll do it eventually. | ||
prodiG
Canada2016 Posts
On June 22 2010 11:50 stimtokolos wrote: Yeah I've been following your map thread. ![]() I'm holding out on posting the map I've been working on until beta comes back up. There is already a huge quantity of maps on here I'd rather just wait until it can be actually play tested. I'm also feeling lazy and don't want to have to fix the textures now that I've modified the terrain a bunch. I'll do it eventually. I'm pseudo-testing against GreenTea AI just to kill some time, but I'm only going to expose map bugs, not huge imbalances like this. | ||
Christmastaflex
United States35 Posts
On June 21 2010 16:31 prodiG wrote: With ten patches, it still nets you WAY more minerals than any other base on the map and controlling that base and saturating it will put you at a significant advantage. Do you have to be a pioneer? Sure it feels good to be innovative and creative, but your innovation for this map comes from a print of Metalopolis. TWO High Yields. I think you missed the point. I asked how do you respond to someone taking gold. Spend twice as much cash to import a synonymous amount. I'm not sure how much you play but your conclusion to my suggestion of Terran sided map is a little off in my opinion. However that's apples and oranges. On June 21 2010 16:31 prodiG wrote: Finally, a Siege Tank on the ledge of the main can hit units running into the nat... What map can they NOT do that on? I think you have to be deliberately making a statement of that sort. I said about a Siege tank shooting units on the 3rd expansions ramp. Not that natural. Which I haven't downloaded the map and it's a rough estimate, but I believe siege would PROBABLY hit units on the ramp of the 3rd expo. Again going back to the lane situation. It seems like if you want to flank, you would have to travel through expansions on the map. Between the constant differential in high/low ground moving large forces would appear to be problematic. We won't know until we jump on the map and see for ourselves though. ALL OF THIS CAN BE IRRELEVANT IF YOU CHOOSE. It's your map, I respect your dedication to complete and courage to release it to the public. However when you do so, you subject yourself to criticism. I try and make it constructive as well. Have a good one. Keep them coming. | ||
prodiG
Canada2016 Posts
On June 22 2010 13:18 Christmastaflex wrote: Do you have to be a pioneer? Sure it feels good to be innovative and creative, but your innovation for this map comes from a print of Metalopolis. TWO High Yields. I think you missed the point. I asked how do you respond to someone taking gold. Spend twice as much cash to import a synonymous amount. I'm not sure how much you play but your conclusion to my suggestion of Terran sided map is a little off in my opinion. However that's apples and oranges. Actually, the more I test it vs AI the more I am tempted to drop it to 8 patches and add a pair of geysers. I definitely don't get the idea the base is worth the investment unless it's 30 minutes into the game. Like I said, testing testing testing ![]() On June 22 2010 13:18 Christmastaflex wrote: I think you have to be deliberately making a statement of that sort. I said about a Siege tank shooting units on the 3rd expansions ramp. Not that natural. Which I haven't downloaded the map and it's a rough estimate, but I believe siege would PROBABLY hit units on the ramp of the 3rd expo. Again going back to the lane situation. It seems like if you want to flank, you would have to travel through expansions on the map. Between the constant differential in high/low ground moving large forces would appear to be problematic. We won't know until we jump on the map and see for ourselves though. I've tried, it's very far out of range. The farthest a tank can reach is into the connection of the nat to the middle area. On June 22 2010 13:18 Christmastaflex wrote: ALL OF THIS CAN BE IRRELEVANT IF YOU CHOOSE. It's your map, I respect your dedication to complete and courage to release it to the public. However when you do so, you subject yourself to criticism. I try and make it constructive as well. Have a good one. Keep them coming. Fair enough, I didn't mean to sound so harsh. I tend to get over-defensive when I hear anything that remotely sounds like "terran/tanks are op on this map!" because I see it everywhere and simply believe that the only reason people are struggling with them is because they're responding to the threat wrong, but that's a completely different discussion (and one that's been discussed to death in like a 50 page thread elsewhere) and I don't need to beat a dead horse. Time will tell, and if tanks are truly overpowered they'll get fixed. | ||
prodiG
Canada2016 Posts
Hopefully some tourneys pick this one up so I can fill in the tourney box :D + Show Spoiler [Load Screen] + Load Screen image ![]() In-Game ![]() + Show Spoiler [Middle Area] + Cannot place building, tower being attacked ![]() Building new command center, vision is gone ![]() You'll notice that I axed two more patches and added a pair of geysers. Hopefully that makes this expansion more interesting | ||
GenesisX
Canada4267 Posts
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Skee
Canada702 Posts
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prodiG
Canada2016 Posts
Version 1.1 -Fixed destructible tower -Removed 2 mineral patches, added 2 geysers to center -Removed broken Terran Tarmac doodads from intersections. Will re-add in later patch if the actors get fixed (they're bugged, apparently.) -Added custom load screen -Added trees blocking the edge of the middle facing the low-ground expansions under it. Units will have a harder time shooting down those expansions. -Debating switching low-ground expansions to the other side of that area, just under the watchtower. | ||
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