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McCheese's Sc2 Map Thread - Page 5

Forum Index > SC2 Maps & Custom Games
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McCheese
Profile Joined July 2010
208 Posts
September 20 2010 12:25 GMT
#81
On September 19 2010 07:53 FlaShFTW wrote:
hate twisted meadows. reapers will just rape here due to close mass positions



Yeah, Twisted Meadows is more meant for fun. I don't intend on it being competitive. But thats for the feedback. =]
DamageInq
Profile Joined April 2010
United States283 Posts
September 21 2010 11:20 GMT
#82
The biggest issue I see with a lot of your 4 player maps is that they're not balanced for 1v1. The naturals go toward the next base, so if you spawn close positions one player is expanding toward the other while the other player is expanding away from him.

Look at maps like lost temple or metalopolis where your natural is always closer to the enemies base.

I like lost yeild, but I think it needs another base for each player. Maybe put an island between the third and fourth bases, below and above.
"Scissors are OP. Rock is fine." -Paper
RyanRushia
Profile Blog Joined April 2010
United States2748 Posts
September 21 2010 12:31 GMT
#83
came from wc3... would LOVE to see twisted meadows incorporated into sc2 :D
I saw the angel in the marble and carved until I set him free. | coL.Ryan | www.twitter.com/coL_RyanR
McCheese
Profile Joined July 2010
208 Posts
September 21 2010 21:59 GMT
#84
On September 21 2010 21:31 RyanRushia wrote:
came from wc3... would LOVE to see twisted meadows incorporated into sc2 :D



I did make Twisted Meadows. lol And you can look it up on Battle Net and play!

I may be remaking it to have a competitive version as well!

On September 21 2010 20:20 DamageInq wrote:
The biggest issue I see with a lot of your 4 player maps is that they're not balanced for 1v1. The naturals go toward the next base, so if you spawn close positions one player is expanding toward the other while the other player is expanding away from him.

Look at maps like lost temple or metalopolis where your natural is always closer to the enemies base.

I like lost yeild, but I think it needs another base for each player. Maybe put an island between the third and fourth bases, below and above.



yeah...I need to make more 4 player maps. haha They are just real big and hard to touch up and texture and all that good stuff.

But I do agree that Lost Yield needs another base. I'll add another between the 3rd and Gold expos.
Antares777
Profile Joined June 2010
United States1971 Posts
September 21 2010 23:41 GMT
#85
Twisted Meadows is too choked up it seems.
The mains on Tropical Paradise are too small.
Forgotten Shrine looks huge.
Day & Night is awesome.

ALL of your maps except for Twisted Meadows and Athena have cardinal direction ramps for the choke to their mains. The mains must have diagonal ramps for Terran and Protoss to be able to wall in correctly. You should test walling in those different types of ramps - it's different and requires more buildings for one of the same size that is diagonal.
McCheese
Profile Joined July 2010
208 Posts
September 22 2010 12:20 GMT
#86
On September 22 2010 08:41 Antares777 wrote:
Twisted Meadows is too choked up it seems.
The mains on Tropical Paradise are too small.
Forgotten Shrine looks huge.
Day & Night is awesome.

ALL of your maps except for Twisted Meadows and Athena have cardinal direction ramps for the choke to their mains. The mains must have diagonal ramps for Terran and Protoss to be able to wall in correctly. You should test walling in those different types of ramps - it's different and requires more buildings for one of the same size that is diagonal.



Twisted Meadows is, I just need to make the middle more open and change up the mains a bit.

They are, The 3rd has more space then the main. =/

Its not that big haha. Its a good size tho. =]

And thank you. haha I think it is pretty good. xDD

And yeah. I will look into that. Thanks for all the feedback.!!
McCheese
Profile Joined July 2010
208 Posts
October 02 2010 15:34 GMT
#87
Updated thread with Sector 8! Go out and play some games!!!
Antares777
Profile Joined June 2010
United States1971 Posts
October 03 2010 00:21 GMT
#88
I know that I have said this before, but the ramps into the mains of your maps have to be in some diagonal position. Cardinal positions screw up wall ins.
McCheese
Profile Joined July 2010
208 Posts
October 09 2010 20:24 GMT
#89
On October 03 2010 09:21 Antares777 wrote:
I know that I have said this before, but the ramps into the mains of your maps have to be in some diagonal position. Cardinal positions screw up wall ins.


Can you post a picture of what you mean?
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