On January 29 2010 18:55 Man.Magic wrote:
![[image loading]](http://i924.photobucket.com/albums/ad90/Man-_-Magic/2Invadersn-1.jpg)
Download {revised}:
More balanced areas and movement → better map.
![[image loading]](http://i924.photobucket.com/albums/ad90/Man-_-Magic/2Invadersn-1.jpg)
Download {revised}:
More balanced areas and movement → better map.
This does look better

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the-Undermind
Canada106 Posts
On January 29 2010 18:55 Man.Magic wrote: ![]() Download {revised}: More balanced areas and movement → better map. This does look better ![]() | ||
the-Undermind
Canada106 Posts
Keeps telling me that my map is either not a .scx/.scm or that it does not end with (n), although it is and has both -_______________________________________________- | ||
Salteador Neo
Andorra5591 Posts
![]() And a detail of the choke: ![]() Name: Loki's Trap Theme is Zerg Invasion. DL link: http://www.nibbits.com/sc/maps/download/131340/ In the picture: Red circles mark the neutral sunkens and the yellow ones mark the hatcheries. From a design viewpoint its pretty similar to my last map (which was also my first). It has the mineral only natural and a high ground gas protected expo. My goal was to use the zerg invasion theme to affect the gameplay in a way other than "gotta destroy this to plant my X". I feel the neutral sunkens at the chokes can be used in more than one way: For example if a zerg really wants to take the protected gas expo first but the opponent is not fast expanding, he has the option to throw 2 sunkens at the creep right outside the choke, or just plant one and wait for the creep to reach the inside part of the choke. Also against opponents who just sit behind his wall with minimal forces and go for both expos, there is the possibility of offensive sunken. This on the other hand could have nullified the possibility of "forge FEing". Which would suck. So i added a lot of unbuildable terrain around so the sunk cannot be placed close enough to snipe the forge and out of cannon range. Then to make the zergs more happy i added 2 gas only expos at the NE and SW corners. But planted a neutral hatch blocking the place in the middle, so they dont get TOO hapy ![]() Finally i added some little doodads at the middle so the path from base to base is not a perfect straight line. I tried making another version but it had problems with the creep at the chokes. So this is the final one unless i find some other major problem. PD: If someone could take a pic of the map that shows the neutral doodads and creep, i would aprecciate it a lot. Been trying for quite some time already with no success. Good luck to all :D | ||
Husky
United States3362 Posts
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-fj.
Samoa462 Posts
Finally balanced main ledges + fixed vision on them. Also redecorated mains. ![]() http://www.panschk.de/mappage/comments.php?mapid=4015 | ||
the-Undermind
Canada106 Posts
On January 30 2010 07:20 -fj. wrote: Montezuma 1.0 Finally balanced main ledges + fixed vision on them. Also redecorated mains. ![]() http://www.panschk.de/mappage/comments.php?mapid=4015 To be honest, I hate you for making such a good looking map. Like this map just looks so stunning! | ||
-fj.
Samoa462 Posts
![]() ![]() | ||
the-Undermind
Canada106 Posts
On January 30 2010 10:46 -fj. wrote: thanks ![]() ![]() Not done D: Dude stop this madness. Don't you want to give anybody else a chance at first place? ![]() *goes back to trying to get BWMAP to take my map, because BWMAP is pmsing or something* | ||
Nub4ever
Canada1981 Posts
+ Show Spoiler + ![]() [url=http://www.mediafire.com/?yoy2zzkmmem[/url] (Melee will be added when complete.) Players: 4 Size: 128x128 Tileset: Desert Theme: Decimated Earth / Zerg Invasion (ish) Took away some of the useless high ground at 3/9 and added expo's. Also if anyone can tell me exactly how people come up with the versions that would be awesome :D All I know is if its below 1.0 it's still in beta... | ||
the-Undermind
Canada106 Posts
On January 30 2010 12:33 Nub4ever wrote: Shaira 0.93 (Couldn't come up with a better name at the time, may change.) + Show Spoiler + ![]() Shaira 0.93 OBs (Melee will be added when complete.) Players: 4 Size: 128x128 Tileset: Desert Theme: Decimated Earth / Zerg Invasion (ish) I'd say I'm more or less done with the deco but I may add more. Right now I'm just kinda playing it through a bit trying to fix some balancing issues there may be. Also if anyone can tell me exactly how people come up with the versions that would be awesome :D All I know is if its below 1.0 it's still in beta... wow that looks tricky ![]() | ||
sTYleZerG-eX
Mexico473 Posts
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-fj.
Samoa462 Posts
I've heard from all kinds of people that my map is horribly imbalanced in favor of each race in several different matchups and ways, but after finally playing a decent TvP on it, I can safely say that midgame TvP is almost impossible.. for terran. The reason is that T has to commit to one or the other temples to avoid being run over, which does him no good in itself, and unless he wants to go all in elimination race, it stops his push. Protoss can so easily counter attack that in a high-ish level game, terran will never arrive in force at the protoss natural without sacrificing either his main and whichever expansion he took, possibly both. So I added expansions on the sides - suddenly there is an incentive to camp one of the temples, which is 7 patches and a gas! Now terrans have a way to play this map in the mid game.. they can scuttle forces back and forth from one temple to thier natural while defending two gas expands, and in response the protoss can take one extra gas base over the terran's and even take the terran's fourth, the base in front of the natural back door, if they have enough control of the map and are winning already. + Show Spoiler [Montezuma 1.0a] + ![]() I think the side expansions will help other matchups be more enjoyable too. Also, on a side note, those mains are bigger then Python's mains. If you pack your buildings even semi-correctly, there is enough space for almost every game. They could be bigger, though. Big mains are fun to play and feel right imo. So the last big change I can imagine doing would be too push the main out closer to the natural - get rid of some of that temple criscross, the water in the corner, the extra length behind the 3rd / 4th counterclockwise of the nat.. + Show Spoiler [Size of mains: the pixels don't…] + ![]() yes I am totally obsessed. >panschk.de< | ||
Husky
United States3362 Posts
Edit: ALRIGHT! I think I finally have everything updated. As always, I appologise if I missed something you said even if you posted it multiple times. Its quite the chore to keep track of everything so thank you for your patience and never hesitate to remind me that I missed your map/update! Almost to 40 submissions... going to make the voting pretty difficult since the number of options in a poll is limited to 10 ![]() Remember, only 4 days left. Dont wait to the last minute to get your map/tweaks uploaded ![]() | ||
SKinuh
Germany91 Posts
![]() http://www.mediafire.com/?djvn1do5yi2 | ||
Husky
United States3362 Posts
![]() | ||
the-Undermind
Canada106 Posts
melee http://rapidshare.com/files/343398082/_2_Ooziiki_Landing_o_.scx.html obs ![]() | ||
the-Undermind
Canada106 Posts
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SKinuh
Germany91 Posts
WAY TO AIUR 1.2 ![]() http://www.mediafire.com/download.php?djvn1do5yi2 | ||
Rut
United States70 Posts
![]() On the side, here's the latest version of the map--I fixed a couple of very minor things like the gas issue in the mains: ![]() | ||
the-Undermind
Canada106 Posts
On January 31 2010 00:24 Rut wrote: Thanks for updating the op, husky, but unfortunately you've got "the undermind" listed as the author of Absolute Truth. I demand recognition!!! ![]() On the side, here's the latest version of the map--I fixed a couple of very minor things like the gas issue in the mains: ![]() lol And husky, is posting the map here satisfactory, or do I need to email it to you or something? | ||
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