BW General Discussion - Page 450
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Overgis
3 Posts
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Terrifyer
United States338 Posts
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Jealous
10076 Posts
On October 26 2023 06:21 Overgis wrote: Created a TL account just now, so I apologize if this question is a bit out of place. I made a really sick Brood War map and I'd love to upload it to TL for others to check out and play. Is there any way that I could submit my map? Image provided. Map name: Amenotejikara, and it's a two (2) player map. You can upload here and then share the link: http://www.panschk.de/mappage/maplist.php?orderby=mapname | ||
Overgis
3 Posts
http://www.panschk.de/mappage/comments.php?mapid=5571 | ||
BLinD-RawR
ALLEYCAT BLUES49479 Posts
you love to see it. | ||
KwarK
United States41576 Posts
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FlaShFTW
United States9924 Posts
On October 26 2023 06:21 Overgis wrote: Created a TL account just now, so I apologize if this question is a bit out of place. I made a really sick Brood War map and I'd love to upload it to TL for others to check out and play. Is there any way that I could submit my map? Image provided. Map name: Amenotejikara, and it's a two (2) player map. Cool map! Some advice though is that there are definitely too many based on the map for 2 players, looks almost like a 4p map with how many bases there are. Also, not a great spot for zerg to expand to in ZvT, so might want to consider making an easier to take base (think a small choke for lurkers to hold). Pretty cool layout otherwise though! | ||
jello_biafra
United Kingdom6631 Posts
On October 30 2023 23:27 KwarK wrote: Who was the Terran? BSL-Panzer I believe, played him myself a few days ago haha. | ||
KwarK
United States41576 Posts
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Djabanete
United States2786 Posts
On October 31 2023 01:02 FlaShFTW wrote: Cool map! Some advice though is that there are definitely too many based on the map for 2 players, looks almost like a 4p map with how many bases there are. Also, not a great spot for zerg to expand to in ZvT, so might want to consider making an easier to take base (think a small choke for lurkers to hold). Pretty cool layout otherwise though! What do you mean, too many bases? | ||
M3t4PhYzX
Poland4036 Posts
On October 30 2023 13:38 BLinD-RawR wrote: https://twitter.com/WhiteRaSC/status/1718827177041363315 you love to see it. hilarious | ||
FlaShFTW
United States9924 Posts
There's 16 bases on the map, 8 for each player. Look at most 4p maps and they'll usually have 3-4 bases per spawn location, so 6-8 bases per player, but the bases are more spread out as it's on a 128x128 map and more spawns means generally more bases. This is a smaller 128x96 map instead, so the bases are super crammed together. Most 2p maps are typically 5 bases per player. Neo Dark Origin, Invader (additional 2 neutral bases in the corners), Eclipse (additional 1 neutral base in top left), Butter (2 neutral bases middle). This doesn't necessarily have to be the rule (Destination has 6 bases per player) but base positioning should have some logical sense to them rather than spammed across the map that causes the map to be too rich and too crammed on bases. | ||
kidcrash
United States616 Posts
On November 02 2023 00:43 FlaShFTW wrote: There's 16 bases on the map, 8 for each player. Look at most 4p maps and they'll usually have 3-4 bases per spawn location, so 6-8 bases per player, but the bases are more spread out as it's on a 128x128 map and more spawns means generally more bases. This is a smaller 128x96 map instead, so the bases are super crammed together. Most 2p maps are typically 5 bases per player. Neo Dark Origin, Invader (additional 2 neutral bases in the corners), Eclipse (additional 1 neutral base in top left), Butter (2 neutral bases middle). This doesn't necessarily have to be the rule (Destination has 6 bases per player) but base positioning should have some logical sense to them rather than spammed across the map that causes the map to be too rich and too crammed on bases. Maybe consolidate the bases on the 9:00 and 3:00 side into single bases with a ramp? Other than that I really like the map! | ||
prosatan
Romania7379 Posts
Thanks okso | ||
stella_harlow
1 Post
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FlaShFTW
United States9924 Posts
On November 02 2023 04:29 kidcrash wrote: Maybe consolidate the bases on the 9:00 and 3:00 side into single bases with a ramp? Other than that I really like the map! Still too cluttered at the top and bottom walls of the map. Likely would need to consolidate 5/6 and 11/12 as well. That would leave the map with 6 bases per side, and would need to further flush out some of the attack paths and terrain. | ||
Overgis
3 Posts
Edit: I want to address what I also saw regarding the small choke for lurkers. While it is true that lurkers may be a little less effective on a map with so many open pathways, you'll still find them to be effective. There are a lot of ways players can approach from every angle, but each of these paths by themselves are all small enough to be controlled by a small group of 3-5 lurkers. Then its a matter of figuring out your opponents movement, but moving on the exterior of bases takes significantly longer than moving to defend. From my experience, a good zerg can make it work quite well on this map, although it is a bit harder at the natural. | ||
FlaShFTW
United States9924 Posts
On November 07 2023 04:11 Overgis wrote: I'm not changing the map. The map was created the way it was for a purpose, and although I'm open to some polish updates like extra airspace or maybe a bugfix somewhere, I have no intention on adding or changing the way the bases are laid out. You don't have to like the map, and that's totally fine. I'm trying to break the standard and push limits, not make players comfortable. The map plays ferociously too, I have quite a few good replays from myself and friends better than myself that have taken up nearly all the bases and have gone into late game. I understand the criticism i see here, I just don't believe the original purpose behind the creation of this map was ever thought about. Edit: I want to address what I also saw regarding the small choke for lurkers. While it is true that lurkers may be a little less effective on a map with so many open pathways, you'll still find them to be effective. There are a lot of ways players can approach from every angle, but each of these paths by themselves are all small enough to be controlled by a small group of 3-5 lurkers. Then its a matter of figuring out your opponents movement, but moving on the exterior of bases takes significantly longer than moving to defend. From my experience, a good zerg can make it work quite well on this map, although it is a bit harder at the natural. I mean, good luck trying to "break the standard and push limits" of Brood War map making lol. I just don't see the "original purpose" behind the creation. If you want, feel free to elaborate what that purpose is. | ||
Magic Powers
Austria3386 Posts
Unfortunately Stork can't keep up anymore, consistently ranking very low. While this represents a statistical fluke that likely won't be repeated, it's been in the making for a long time. It's not just pure luck. I expect protoss players to keep performing well at the very top. | ||
Qikz
United Kingdom12021 Posts
On November 11 2023 22:54 Magic Powers wrote: Protoss players have been taking the top spots more and more frequently in 2023, and now finally something unprecedented has happened: eleven days into November the first three spots by ELO are occupied by protoss (Mini, Bisu and Snow), and two more (Rain and Best) complete the top seven (71% representation, or 50% in the top 10). Unfortunately Stork can't keep up anymore, consistently ranking very low. While this represents a statistical fluke that likely won't be repeated, it's been in the making for a long time. It's not just pure luck. I expect protoss players to keep performing well at the very top. Well it is fall. | ||
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