Staredit Network > Forums > SC1 Melee Map Projects > Topic: (2)Back Track
(2)Back Track
Aug 26 2010, 6:09 pm
By: Phobic  

Aug 26 2010, 6:09 pm Phobic Post #1




The idea was to purposly try to favor each race in certain ways and to unfavor each race in certain ways



None.

Aug 26 2010, 8:37 pm UnholyUrine Post #2



I'm not sure about the 2 base naturals.

I like the rest... add some doodads



None.

Aug 26 2010, 8:43 pm Dem0n Post #3

ᕕ( ᐛ )ᕗ

Those middle expos have way too many minerals. You only need 7-8 minerals for the expos. Also, the other expos that are sort of in the middle should have some turret space behind the minerals.




Aug 27 2010, 12:07 am Phobic Post #4



Quote from name:Dem0nS1ayer
Those middle expos have way too many minerals. You only need 7-8 minerals for the expos. Also, the other expos that are sort of in the middle should have some turret space behind the minerals.
The middle expos have a high traffic high dirt area right behind them and 2 high traffic bridge areas to the sides so I wanted to really make the middle expos worth the risk



None.

Aug 27 2010, 4:11 am DavidJCobb Post #5



Any particular reason you've placed 12 Start Locations when only 8 players are supported in a SC match?



None.

Aug 27 2010, 11:15 am Phobic Post #6



Quote from DavidJCobb
Any particular reason you've placed 12 Start Locations when only 8 players are supported in a SC match?
Oh yea that was to make the expos, i just never removed the extra ones.



None.

Aug 27 2010, 5:21 pm Dem0n Post #7

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Terran will be able to turtle forever since they have access to three mineral fields while only having to build 1 wall. Also, tanks will rape on the raised jungle and high dirt around the chokes.




Aug 27 2010, 7:37 pm Phobic Post #8



Quote from name:Dem0nS1ayer
Terran will be able to turtle forever since they have access to three mineral fields while only having to build 1 wall. Also, tanks will rape on the raised jungle and high dirt around the chokes.
Yes tanks will be effective but there is a lot of flanking room



None.

Aug 27 2010, 9:36 pm Dem0n Post #9

ᕕ( ᐛ )ᕗ

But you can't flank their main if they wall themselves in. With 3 bases, they won't have to expand any further until very late game. Or, since their main would be so well defended, they could expand easily without having to worry about their original base.




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Sylph-Of-Space -- woah! nice! thank you!
[04:05 am]
O)FaRTy1billion[MM] -- the setting exists, it's just hidden in a weird place
[04:04 am]
O)FaRTy1billion[MM] -- instead change "Microtile Overlay" to "Impassable"
[04:04 am]
O)FaRTy1billion[MM] -- er, wait, idk why i was looking for height
[04:03 am]
O)FaRTy1billion[MM] -- below the minimap should be a thing that says "Overlay Settings" with a little + button in the corner, press the + to expand it, uncheck Use Defaults, then change "Tile Overlay" to "Height"
[03:57 am]
Sylph-Of-Space -- Unless I'm dum (possible)
[03:57 am]
Sylph-Of-Space -- It would be so so so nice if SCMDraft had some kind of dedicated "walkability" view for the tilesets.
[03:53 am]
Sylph-Of-Space -- :'( dont cry for me cat-gentina
[09:18 pm]
Ultraviolet -- 🔪🐈
[2024-5-19. : 12:34 pm]
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