Staredit Network > Forums > SC1 Map Showcase > Topic: Maine Bound
Maine Bound
Sep 23 2007, 3:13 pm
By: PeNgUiN-  

Sep 23 2007, 3:13 pm PeNgUiN- Post #1



I made this bound but it was 2 difficultys but i took one away ... but it was unfinished but 8 easy as heck obs so enjoy

:D
Author: PeNguiN-@useast
Size: 156.99 kb
Tileset: TwiLight
Map Size: 128x128
Players: 6
Computers: 2

Attachments:
Maine Bound.scx
Hits: 37 Size: 156.99kb

Post has been edited 5 time(s), last time on Sep 23 2007, 3:26 pm by PeNgUiN-.



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Sep 23 2007, 3:33 pm Xx.Doom.xX Post #2



Loved it Penguin-, like any other bound. I think I actually tested it maybe?



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Sep 23 2007, 6:10 pm Lakai Post #3



fun map gj Penguin- :)



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Oct 3 2007, 12:05 am blacklight28 Post #4



Lol, crashed my computer when I tried to dl it for the first time. I haven't tried it yet though.



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Oct 3 2007, 12:35 am Jello-Jigglers Post #5



I just dled. I fricken love bounds :lol: !!!!!



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Oct 8 2007, 10:51 pm blacklight28 Post #6



Hmm, kinda easy. Lower it to zero lives maybe?



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Nov 13 2007, 6:28 pm O)mG Post #7



funny music :D

nice crooked terrain... u shoulnt mix high ground with low ground...

other that that... nice laps :D

kinda e.z levels tho




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Dec 16 2007, 5:31 pm Templar_Psion Post #8



I really liked it, except for the 5th part with the kakaru's. I just don't understand how the hell anyones supposed to get past that?! Tipz plz? Or am I the biggest bounder noob ever? :S

& O)mG, what's so bad about mixing high & low ground? I like those neat cherboard patterns :)



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Jan 9 2008, 4:43 pm Jailout2000 Post #9



Quote
what's so bad about mixing high & low ground? I like those neat cherboard patterns
StarCraft will act upon this and display the Fog of War differently, not in a normal way, also players won't be able to see onto the high ground if they're on the low ground as easily, a common mis-understanding when making maps.

To prevent this, simply add Map Revealers.



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Jan 18 2008, 2:32 pm ClintonM Post #10



Also, high ground to low ground can screw with the movement AI at times; this is true when you have a "hill" in which low ground surrounds a highground square. Instead of going directly over the high ground, the shortest path, the AI will move AROUND the "hill". This could be useful, but it usually interferes with most maps.



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