[Contest] Map Design Contest! - Page 13
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dyren
United States260 Posts
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Kaappp
Latvia9 Posts
(2)Right in Two 1.2 Units: Minerals in the center were splited into 2 different groups. Temple in the center was removed Added temples at 7 and 2 Terrain: Entrance to the center high ground is now wider At 11 and 5 (Spawn Sites) it is now impossible to make early tank attack at the minerals and gas. Please comment and make sudjestments http://www.panschk.de/mappage/comments.php?mapid=3993 -> to download | ||
Husky
United States3362 Posts
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Impervious
Canada4166 Posts
On January 23 2010 02:47 Nightmarjoo wrote: Glad to hear it seems to play out the way I expected :D Reps are nice whether they suck or are of progamers really. Well, if you want reps, I'll see if I can find any old ones, and I'll play a few games over the weekend on it again. I'll make sure to save these ones. And, of course, if you want to play me on it, just let me know, but I won't be able to until at least next week..... | ||
Man.Magic
United States178 Posts
Updated Map → Swarm Friendly | ||
Husky
United States3362 Posts
One thing I want to mention overall is that I'm a huge fan of neutral buildings. Especially ones that arent used at the pro level very much. (thats why all 3 themes can easily include lots of neutral buildings). Not saying its a final factor on which maps win the contest, just the use of buildings on some of them have been very creative. | ||
Husky
United States3362 Posts
his post is on page 12. | ||
thopol
Japan4560 Posts
On January 23 2010 05:58 Man.Magic wrote: *img* I am having difficulty uploading this map to panschk.de. In the meanwhile, here is an image of the map. I cannot decide whether the name of the map should be Koopa or Space Invaders or something related to the Zerg. I recommend something Zerg related, like maybe related to how there's no reasonable 3rd gas. Your map looks mighty fine, but that issue is something I'd suggest you think about. EDIT: Maybe a wide ramp on the inside of the low-ground expos at 3 and 9. It would help with the other big issue of not having much room to maneuver in the middle. | ||
Nightmarjoo
United States3359 Posts
(2)Yao Floss by tv-dooke | ||
the-Undermind
Canada106 Posts
On January 23 2010 05:58 Man.Magic wrote: I am having difficulty uploading this map to panschk.de. In the meanwhile, here is an image of the map. I cannot decide whether the name of the map should be Koopa or Space Invaders or something related to the Zerg. Please correct me if I am wrong: (yes that is an invitation for anyone to point out my blatant stupidity if there is any) This map looks extremely Terran favored. It looks like Terran is guaranteed 4 minerals and 3 gas with super easy defending. (Main, Natural, Mineral Only outside the Natural, Backdoor). The backdoor cannot be accessed except from the main base, so build some missile turrets and that base is safe forever. Now for the natural and mineral only: Although there are two entrances to this area, it is not practical to try and push in through that tiny, tiny, opening. Summary: =Terran favored =4 bases can be defended by defending ONE tiny area, the choke outside the mineral only. Request: =Please work to make this map more balanced. To be honest, I like the way that the map looks, but i think that 4 bases through 1 choke point is unfair. Thanks, -Shawn | ||
neobowman
Canada3324 Posts
On January 23 2010 06:33 the-Undermind wrote: Please correct me if I am wrong: (yes that is an invitation for anyone to point out my blatant stupidity if there is any) This map looks extremely Terran favored. It looks like Terran is guaranteed 4 minerals and 3 gas with super easy defending. (Main, Natural, Mineral Only outside the Natural, Backdoor). The backdoor cannot be accessed except from the main base, so build some missile turrets and that base is safe forever. Now for the natural and mineral only: Although there are two entrances to this area, it is not practical to try and push in through that tiny, tiny, opening. Summary: =Terran favored =4 bases can be defended by defending ONE tiny area, the choke outside the mineral only. Request: =Please work to make this map more balanced. To be honest, I like the way that the map looks, but i think that 4 bases through 1 choke point is unfair. Thanks, -Shawn You're actually completely right. The map in general is too tight. Btw, question. Can we post the map in its own thread so we can ask for tops on improvement? | ||
tv-dooke
United States7 Posts
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the-Undermind
Canada106 Posts
On January 23 2010 06:32 Nightmarjoo wrote: (2)Yao Floss by tv-dooke Download link please, that map looks fantastic :D Additionally: My first map submission is almost done >8D -Shawn | ||
neobowman
Canada3324 Posts
On January 23 2010 06:32 Nightmarjoo wrote: (2)Yao Floss by tv-dooke I loled. Btw, you have 1337 posts. Dont' reply to this unless you want to break the count. | ||
Kenpachi
United States9908 Posts
On January 22 2010 13:38 -fj. wrote: Montezuma's Revenge or Montezuma for short. Theme: Lots of temple!! 1v1 map designed to be playable and balanced. It features two large temples that divide the map, and an abnormally loooooooong ramp from the main to natural. The complicated terrain in the center may provide too much cover for terran units and TvP may be very unbalanced on this map, but it could be adjusted if it was actually playtested and turned out that way. There is a backdoor from the 3rd/4th into the natural which is blocked by 5 stacked temples. This map was made with lots of special blending and took me several days to create so I hope it is appreciated by someone. (2)Montezuma0.9.scx >>Download<< + Show Spoiler [Montezuma 0.9] + sexiest map in the thread. i think its SUPER terran favored though. | ||
wysley
Canada204 Posts
Mostly, everything is the same, except the gases are placed better, the top ramp and bottom ramp are mostly a bit more open, the chokes of natural and 2nd expo is smaller, and the trees and broodlings are gone. Melee if there's anymore problems in balancing, plz post. | ||
the-Undermind
Canada106 Posts
On January 23 2010 11:08 wysley wrote: Here is the balanced, tested, and playable Ancient River. Mostly, everything is the same, except the gases are placed better, the top ramp and bottom ramp are mostly a bit more open, the chokes of natural and 2nd expo is smaller, and the trees and broodlings are gone. Melee if there's anymore problems in balancing, plz post. IMHU: The top-right and bottom-left expansion mineral patches should be placed farther away from the edge. Where they are now, I don't think anyone would take those bases due to far too easy harass by air units. There should be space for at least 3 missile turrets i think. Other than that it looks great ^^ ~Shawn EDIT: same thing with the middle expansions and the mineral only in the mains | ||
dyren
United States260 Posts
Cheers | ||
NastyMarine
United States1252 Posts
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konadora
Singapore66063 Posts
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