http://www.mediafire.com/myfiles.php
4 player, found temples, 128x128
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T.n.T
United States20 Posts
http://www.mediafire.com/myfiles.php 4 player, found temples, 128x128 | ||
Husky
United States3362 Posts
On January 26 2010 10:29 T.n.T wrote: sweet, i made one right here http://www.mediafire.com/myfiles.php 4 player, found temples, 128x128 Map name? And screenshot if possible | ||
dyren
United States260 Posts
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sTYleZerG-eX
Mexico473 Posts
Ok here Is my new map for the Team Liquid competition. As you might have noticed this is still not done, far from it actually, I just wanted to upload it so you guys get the idea, and so that I can get some feed back on it. About the map: Map size is 96* 128* The theme of the map is Found Temples & Decimated Earth First thing you should know is that there are no stacked neutral buildings. Also to understand the map you must understand the middle: As you can see there are 4 mineral patches none of theme is stacked, and they have a value of 24 each, on top of them there is a swarm to have protection vs harassing units while trying ti mine the block out. The rest is pretty straight forward (But not standard) so yeah give me some feed back Here is the link to downloading the map Obs & Mele : http://www.panschk.de/mappage/comments.php?mapid=4013 | ||
neobowman
Canada3324 Posts
Even paths might make it a bit strange to play on. You can get countered pretty easily. Maybe change the centre minerals to stacked 0 mineral blocks. Maybe tighten the nat choke a bit to make it easier for Zergs to make sunken lines and for Protoss to FE. | ||
-fj.
Samoa462 Posts
Changes: Moved gas on top base; it's up and LEFT, not up and RIGHT! Fixed vision on ramps Created second highground on top of pyramids using high temple tiles and sprites for the blending. My favorite of the recent changes is the SC2 - esque high grass areas in front of the third/fourth bases. They are created by a combination of high ground tiles, sprites, and sparing doodad use. Units on either side can't see across, can easily move through, and can see out from within. + Show Spoiler [image] + Download: (2)Montezuma(o).scx | ||
neobowman
Canada3324 Posts
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T.n.T
United States20 Posts
http://www.mediafire.com/?2vjjjggo34i http://www.mediafire.com/?2vjjjggo34i Map Name: No Telling + Show Spoiler + {i hope this worked} anyways, those neutral cc's you see at the naturals are on fire, and burn down in 225 seconds (usual 12hatch or 14 nex/cc is a little over 2 minutes i believe). There is a backdoor expo, but a pylon is blocking the way (you can still early expand by doing the stack worker trick) It is scoutable, i did the same thing as in Medusa (http://www.teamliquid.net/tlpd/images/maps/202_Neo%20Medusa.jpg). The temples are at 50% so those expos can be harassed a little easier. The xel'naga temples on the ramps i only put down because of the theme, but i might take them out if they cause problems. The pylons in the mains will prevent reaver drops behind the mineral line, but normal ranged units can harass workers, and don't even need drops to get there (the enemy will have to destroy the pylon in anticipation of the harassment). And as i was typing this, i realized that the worker stack thing probably won't be able to go through the temple because there is only one chunk, so i'm going to fix that too. | ||
sTYleZerG-eX
Mexico473 Posts
And I was inspired by the 2 xel nagas from the pro map: Hitchhiker, il see what I can do about the nat. | ||
-fj.
Samoa462 Posts
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splorygon
18 Posts
On January 24 2010 16:00 dyren wrote: Splorygon your 1.3 image is a broken link. I downloaded your map and I think your latest changes are a solid improvement over the last version. I like the map a lot actually but I feel Terran can probably hold his half of the map easily.. so ~6 bases by covering roughly 3 chokes.. that's pretty good.. for terran haha. I'd like to see some games on it. After some more testing, it is actually fairly hard to defend even though it is just 3 chokes. It is a very wide area to defend when splitting the map horizontally. The player will be very susceptible to drops, recalls, and air units. + Show Spoiler [Image of map] + | ||
Husky
United States3362 Posts
@T.n.t: Can you post a screenshot of your map please. | ||
T.n.T
United States20 Posts
alright ill try again does it work now? | ||
Chef
10810 Posts
On January 26 2010 12:51 neobowman wrote: If I were judging, just by looking at the deco (which usually reflects how much work's been put into the map), I'd narrow it down to just a few maps in the list pretty quickly. Unfortunately, good looking deco should be judged by what players see in game, not in a jpeg or in a zoomed out map editor. There's lots of bad blends being posted that look way too blocky in game, and lots of relatively simple deco that looks great in game, but doesn't make much on an impression in the jpegs. It's one of the things BroodWarMaps.net really suffers from, since almost no one actually plays non-promaps, and therefore only pictures get judged. Also, a warning about people using a lot of sprites: Be really careful with how many you're putting in your map. It's okay if you have like 20 odd sprites, but if you get to have too many there's lots of units that won't fire in StarCraft because their attack animation requires sprites, and the sprite limit is fairly low in SC (ex Valkyries not firing). | ||
squishyhobo
United States1 Post
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thunk
United States6233 Posts
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-fj.
Samoa462 Posts
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Impervious
Canada4166 Posts
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Kaappp
Latvia9 Posts
Final version. http://www.panschk.de/mappage/comments.php?mapid=3993 -> to download (melee and observer) | ||
-fj.
Samoa462 Posts
EDIT: I did a test - I created 24 valks and arbiters with 2000 HP and had the valks attack the arbiter with and without 250 tree sprites on the map.. and the arbiter died in the same amount of time. In both cases not all the valks fired, but they stalled about equally in both situations.. It also doesn't seem to matter if the sprites are all across the map or all in view at once. It seems like sprites on map don't really make a difference, at least for valkyries... I've played some games on this map, although they weren't really high level with maxed pvz armies clashing or something, nothing ever bugged out.. | ||
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