custom map : Victorian Checkmate
Forum Index > SC2 Maps & Custom Games |
baskerville
541 Posts
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awu25
United States2003 Posts
it hurts my eyes | ||
baskerville
541 Posts
On November 08 2010 23:07 awu25 wrote: jesus, why do the quality of the pictures get worse and worse it hurts my eyes just to get your attention | ||
G_Wen
Canada525 Posts
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baskerville
541 Posts
On November 09 2010 03:17 G_Wen wrote: How did you change the HP of the destructible rocks? open a map on the upper header, click on data, it will open a new window select object explorer (unselect other 2: display object list as tree and display object sources) find the proper unit (by its name), list is long so look for destructible or ... select one on the right there is a field called "life starting amount", just change the amount (the data editor will create a second one with your changed value, but just in the data window) go back to the map and select units layer find the destructible place it on the map test ze map enjoy | ||
blubbdavid
Switzerland2412 Posts
not suited as a two player map make it more a team map or team melee and I dont know whether the middle passage is any good remove the passage and the rocks, and put the x'naga tower on an island | ||
baskerville
541 Posts
On November 09 2010 04:59 blubbdavid wrote: hmmm not suited as a two player map please elaborate | ||
DomiNater
United States527 Posts
Why is there only 1 gas at the main and Naturals? Are you trying to promote mineral heavy builds on this map? | ||
baskerville
541 Posts
On November 09 2010 04:59 blubbdavid wrote: put the x'naga tower on an island the center tower? the whole point is that the distance is very short between the two mains, once you have attacked the low hp rocks with your first attack unit (for instance a lone marine will pass the whole center "block" in thirty seconds, providing you target the right rocks) the concept is that if you open a pathway, you leave traces and grant access also it gives a center battlefield starting with a double choke, gaining more and more space as the players open it up the rocks make the cp bug a bit (it takes long for the cp to attack the rocks sensibly), but it does eventually get through) i'm ready to test it with anyone (and probably get creamed in the process) for further improvements, it has only been tested vs cp just pm me | ||
baskerville
541 Posts
On November 09 2010 06:20 DomiNater wrote: Good god man were you on shrooms when you made this map? Holy Cow. Why is there only 1 gas at the main and Naturals? Are you trying to promote mineral heavy builds on this map? the reasoning for the one gas is that you have to manage a gas only third expansion or try a sneaky corner base expansion (or gold base expansion) to get to tier 3 my feeling is that the game is more interesting/fun if you attack around the third minute mark... if both players get to tier 3 by the 20 minute mark, the tech will count that much more yes, i think players have had it easy... sc1 had bases with 1 geyser and it worked really well ... to each his own i suppose if you get the extra minerals you can expand, so... you can get up to 2 or even 3 gas geyser up by the half hour mark... (when the main's geyser runs out), but all expos are vulnerable no turtling on one base that's for sure, more in tune with bloodbath for the pace thank you for the insightful query | ||
baskerville
541 Posts
On November 09 2010 06:20 DomiNater wrote: Good god man were you on shrooms when you made this map? i'm always on shrooms | ||
baskerville
541 Posts
On November 09 2010 04:59 blubbdavid wrote: make it more a team map or team melee i would have to find people to "host" said team melee map i don't want to be capped by blizz, but i am if you volonteer, i can rework a team map... otherwise... i'll stick to 1v1 | ||
ForTeEscaPe
United States38 Posts
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lyAsakura
United States1414 Posts
On November 09 2010 06:40 baskerville wrote: the reasoning for the one gas is that you have to manage a gas only third expansion or try a sneaky corner base expansion (or gold base expansion) to get to tier 3 my feeling is that the game is more interesting/fun if you attack around the third minute mark... if both players get to tier 3 by the 20 minute mark, the tech will count that much more yes, i think players have had it easy... sc1 had bases with 1 geyser and it worked really well ... to each his own i suppose if you get the extra minerals you can expand, so... you can get up to 2 or even 3 gas geyser up by the half hour mark... (when the main's geyser runs out), but all expos are vulnerable no turtling on one base that's for sure, more in tune with bloodbath for the pace thank you for the insightful query It is because in bw you mined 8 from each geyser instead of 4 in sc2. | ||
flowandebb
Canada158 Posts
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prodiG
Canada2016 Posts
Why are the minerals placed like bowling pins? | ||
neobowman
Canada3324 Posts
On November 09 2010 13:41 neobowman wrote: Ok, let me get rid of this misconception. If you don't understand the game at a high level, how the hell are you supposed to understand how balance works? If you don't understand how balance works, how the hell are you supposed to make a balanced map? Totally different issue. Take Halo for example. You don't need hand eye coordination and reaction time to make a game like that. Still, it's played competitively and yeah. Etc etc. Starcraft 2 is a game of strategy. Blizzard obviously doesn't know **** about balance but taking pro feedback, they managed to get a decently balanced game. In fact, the original Starcraft's balance was almost a fluke. Also, their maps are terrible as many people agree. That's because they don't understand the game. Take any map from any player who doesn't play at a high diamond level, I could probably point out 10 different flaws in their map. Of course, that doesn't mean people would believe me since this is TL, a high diamond player would 9/10 times, agree with the argument after playing. This map, with its huge size, lack of a natural and wide open spaces, is shit to play. If it was put in ladder, people would rage about it 10x more than Desert Oasis and Kulas Ravine combined. You gotta understand that as a lower level player, you do not know how balance works, nor what makes a good map in Starcraft 2. I won't say it's impossible for you to make a good map without being a high level player, since most mapmakers on TL are probably low level players and I don't want to shatter their hopes, but you have to get an understanding of how the game works. | ||
baskerville
541 Posts
On November 09 2010 11:34 ForTeEscaPe wrote: it looks like this map favors the terran seige tanks over the zerg seige tanks. as the third happy camper to talk about siege tanks, i'll whale on you: why does it favor siege tanks? coouuuuuullllld you elaborate? have u tried the map? funny how the forums have given the 2 cent giving opportunity... blank statements are not funny and also useless saying this map favors x, without trying the map, or even giving a shred of explanation is childish (but that seems to be the rule on forums) so i'll only answer posts with discussion ps : i kinda though this map favored reapers, but hey i'm not diamond league so i should not even have posted this downloadable map in the first place... | ||
baskerville
541 Posts
On November 09 2010 11:34 ForTeEscaPe wrote: it looks like this map favors the terran seige tanks over the zerg seige tanks. funny remarks always welcomed | ||
baskerville
541 Posts
On November 09 2010 11:46 whitelynx wrote: the reasoning for the one gas is that you have to manage a gas only third expansion or try a sneaky corner base expansion (or gold base expansion) to get to tier 3 my feeling is that the game is more interesting/fun if you attack around the third minute mark... if both players get to tier 3 by the 20 minute mark, the tech will count that much more yes, i think players have had it easy... sc1 had bases with 1 geyser and it worked really well ... to each his own i suppose if you get the extra minerals you can expand, so... you can get up to 2 or even 3 gas geyser up by the half hour mark... (when the main's geyser runs out), but all expos are vulnerable no turtling on one base that's for sure, more in tune with bloodbath for the pace thank you for the insightful query [/QUOTE]It is because in bw you mined 8 from each geyser instead of 4 in sc2.[/QUOTE] no, thats not it... the fact remains : sc2 is as hard to master as sc1, but the starting out part is sooooooo much easier in sc2... blizz puts two geysers on each base because they want as many players (of all skill levels) to be able to function well with said maps... high level of play, say like in tournaments, should be done on difficult maps ...dare i say it, on unknown maps... i feel players just learn each map by heart... where's ze fun in that? | ||
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