Staredit Network > Forums > SC1 Melee Map Projects > Topic: (2)Infinity(o)
(2)Infinity(o)
Oct 2 2007, 6:39 am
By: TitanWing  

Oct 2 2007, 6:39 am TitanWing Post #1



Version 1.2 uploaded (v1.3 will have feedback changes)
-Added a little side ramp near the large ramps in the middle
-Added temple walls in the middle
-Added a handful of doodads
-Tweaked terrain here and there
-Filled in unused bottom area with islands (not expos)
-Fixed sprites so they actually appear ingame

Version 1.3 uploaded
-Creep colony added near ramps to main
-Terrain and doodad deco added
-Mineral blocked small ramps leading to mineral only expos at bottom center
-Temple and Stasis Cell replaced by two Xel'Naga Temples

Attachments:
(2)Infinity(o).jpg
Hits: 34 Size: 251.49kb
(2)Infinity(o).scx
Hits: 5 Size: 105.9kb

Post has been edited 2 time(s), last time on Oct 6 2007, 6:51 pm by TitanWing.



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Oct 2 2007, 11:53 pm blacklight28 Post #2



I've seen this before in maps. I'm pretty sure the bottom half of a ramp doesn't count as high dirt and it annoys me because when fighting on a ramp the guy is on the bottom half of it and my unit isn't on the ramp so I keep missing and have to go onto the ramp... Tell me if the bottom half of a ramp really does count has high dirt please.



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Oct 3 2007, 4:25 am TitanWing Post #3



Quote from blacklight28
I've seen this before in maps. I'm pretty sure the bottom half of a ramp doesn't count as high dirt and it annoys me because when fighting on a ramp the guy is on the bottom half of it and my unit isn't on the ramp so I keep missing and have to go onto the ramp... Tell me if the bottom half of a ramp really does count has high dirt please.
Uh...yeah, it does just as much as a normal ramp.

Why does that matter? Zomg ramp imba!?



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Oct 3 2007, 5:04 am blacklight28 Post #4



Well, it's not a BIG deal but it's annoying when you're battling someone on a ramp and they're on the bottom half of it and your guy can't aim for crap when he should really have good aim...



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Oct 3 2007, 6:30 am TitanWing Post #5



I've never had enough time to think about those details when in the middle of a battle.

Anyways, can I get some decent feedback here?



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Oct 5 2007, 12:42 pm ATG Post #6



Nice map, Titan.I really like it cuz it's balanced and stuff... and those Xel'naga temples give a great decoration to your map in my opinion.



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Oct 5 2007, 2:44 pm TitanWing Post #7



Thanks. The Temples actually aren't decoration at all, they serve a purpose by being there, but I'm glad they look aesthetically pleasing.



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Oct 6 2007, 1:25 am yenku Post #8



Turtle haven for terran!



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Oct 6 2007, 6:22 am TitanWing Post #9



That's all fine and good, Yenku, but how about some solutions instead of spam, eh?



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Oct 6 2007, 6:46 am Chef Post #10



This map forces Zerg to hatch at ramp before expo, and there's no easy third gas to take. Solution to that would be to make 3 and 9 ramps much thinner (any maybe remove the xelnaga temples, since they force Zerg to part a bit of his or her army to take his or her third gas, and I don't really understand what they add to gameplay [apart from taking a little bit of focus away at some point in the game]). That is, if you want Zerg to be able to play 3 base macro/defiler style. Actually... even then there's still that backdoor to it, which pretty much would make two lurks at the top of a ramp useless anyway. I won't say this map is impossible for Zerg, but I will say that what has become standard in ZvT will be impossible to do well on this map. I would definitely just go a Queen strategy on this map :)

It's a little difficult to fix Yenku's complaint about turtle haven for Terrans (which this definitely is, thought that's not to say most of last years promaps weren't too). You could try to add a backdoor somewhere, or just completely move the nat out of main (which would fix Zerg issues too). But it seems like having it in main would probably be pretty important to you.

Post has been edited 1 time(s), last time on Oct 6 2007, 6:53 am by Chef.



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Oct 6 2007, 6:52 pm TitanWing Post #11



I never did update 1.3 here...

I've added a creep colony near the ramps so Zerg doesn't need to build a hatch, amongst other things.



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Oct 6 2007, 9:02 pm Chef Post #12



Why don't you move that creep colony closer to the ramp? BTW, that creep colony is a unit, not a sprite, and therefore will not show up in game.

...and 4 neutrals that are in the new picture aren't there when I open the new map o.o That could be an error with my editor though.



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Oct 6 2007, 9:13 pm Protogod Post #13



Quote from Chef
Why don't you move that creep colony closer to the ramp?
Because Titan wants to make a balanced map where T can still block his ramp?


Quote
BTW, that creep colony is a unit, not a sprite, and therefore will not show up in game.
This map is an observer map played on UMS, and therefor WILL show up in the game.



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Oct 6 2007, 10:01 pm TitanWing Post #14



Quote from Chef
Why don't you move that creep colony closer to the ramp?
So Terran can block the ramp?

Quote
BTW, that creep colony is a unit, not a sprite, and therefore will not show up in game.
It will on UMS, which you need to run an obs map anyways.

Quote
...and 4 neutrals that are in the new picture aren't there when I open the new map o.o That could be an error with my editor though.
I'll look into that, possibly because the sprites are on unbuildable terrain, though I tried to get them on buildable, they don't block as well.



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Oct 10 2007, 11:29 pm yenku Post #15



Quote from TitanWing
That's all fine and good, Yenku, but how about some solutions instead of spam, eh?
Refrain from calling anything I type as spam, please. I could easily call your's spam for not saying anything either.

Besides, the solutions to fixing that are already known by most, I figured you would understand for being so critical of others..

Take gas out of nat. It's usually not smart to put a gas nat inside the base. That's probably the biggest contribution to turtling. Tanks guard one choke, terran has enough money/gas to get drops and any factory units in good amounts too early on. I guess this could be compensated for by some other disadvantage to terran or some kinda advantage to another race, but thats where maps become experimental and require more playing to decide whether or not an idea works.



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Oct 12 2007, 2:08 am TitanWing Post #16



Quote from yenku
Refrain from calling anything I type as spam, please. I could easily call your's spam for not saying anything either.
Except it's my thread and my map.

Quote
Take gas out of nat.
No.

Quote
It's usually not smart to put a gas nat inside the base. That's probably the biggest contribution to turtling. Tanks guard one choke, terran has enough money/gas to get drops and any factory units in good amounts too early on. I guess this could be compensated for by some other disadvantage to terran or some kinda advantage to another race, but thats where maps become experimental and require more playing to decide whether or not an idea works.
Like the nice, open middle and wide ramps for a very even playing field? Don't forget that although Terran can expo in the backdoor nat, that doesn't mean that Nexii and Hatcheries can't be build there either.



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Oct 12 2007, 2:57 am Chef Post #17



Terran benefit quite a bit more per expo than Zerg and Protoss, so that last statement is irrelevant ;P



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Oct 12 2007, 5:48 am TitanWing Post #18



Aye, but while Terran is turtling in their base, what are Protoss and Zerg doing?

That's right, grabbing all the other expos and teching.



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Oct 15 2007, 1:28 am Akar Post #19



Yeah turtling leads to no avail.



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