I'm excited to release this because I put a good amount of effort into it.
(2)Soft Wind
Type: Islands
Players: 2
Terrain: Jungle
Size: 128x128
Image:
Thoughts/Comments/Ratings/Suggestions/Constructive Criticism are all welcome!
Attachments:
Post has been edited 2 time(s), last time on Apr 19 2009, 5:36 am by Lord Malvanis.
None.
Perhaps a few water doodads would make this map more interesting.
I believe that the Vespene Geyser placement is bad; this map suffers from the gas issue in its main bases. Red would mine faster[?] or would require only 3 gas miners[?]. What I mean to say is Red will have an advantage in terms of gas mining at the main base.
Are you saying this because blues vespene geysers looks a square farther away than reds?
None.
Are you saying this because blues vespene geysers looks a square farther away than reds?
No. Geyserse on the right and bottom of the Command Center/Nexus/Hatchery have been proven to mine slower than geysers on the top or left of the town center building.
None.
I played the map and can agree.
I'll move it around and fix terrain later
None.
*Bump*
New picture, fixed island, vespene geyser is now left of player 2's starting location instead of right
None.
Extreme amounts of wasted space, ugly, more ugly, and has absolutely no interesting elements to it.
I quote point four of my sticky:
4. IMPORTANT: Does my map have a concept, and is it worth playing?
-One of THE most important parts of a map is the concept. Nobody wants to play a standard main->nat->minonly->3rd gas->island anymore. Blocking minerals, extended ramps, pre-placed building sprites, anything that makes your map INTERESTING. Now it is hard to balance these interesting aspects, but that is part of making a good melee. Sometimes you have to be experimental in your concepts, even if it affects the balance negatively. This isn't to say that you should make a totally imba map with a weird experimental concept, because that's just silly. Another part of balance, is incorporating these elements positively.
Also, always remember curves > straight lines in melee maps. That's the entire reason why maps like this are so wonderful:
Thanks for pointing out ways it could be more interesting, and I could never do curves like that.
I'm pretty sure I've got this mineral shit down, Its just the concept I'm having trouble with.
This probably sounds noob as hell, and I don't care, But how do I add a concept to my map?
I'm not that great of a terrainer, I would have to spend hours on one spot to make it look like some fancy RPG island expo.
None.
Concept =/= fancy terrain. Concept has to do with mineral blocks, preplaced building sprites and spell sprites, using zerg eggs and other odd things that you don't see in a normal map.
http://www.panschk.de/mappage/comments.php?mapid=3539Concept is interesting because of egg use.
http://www.panschk.de/mappage/comments.php?mapid=3538Concept is interesting because of natural placement and preplaced buildings, also expo layout.
http://www.panschk.de/mappage/%282%29Korhal%20Pride%201.3.jpgConcept makes interesting use of tileset specifics.
http://www.panschk.de/mappage/%284%29Avatar%28n%29.jpgConcept obviously interesting due to preplaced building and spell sprites.
Relatively ancient and inactive
Err... doesn't the fourth one heavily favor terran, though, because of how you can preplace siege tanks to make them essentially immune to melee units (that will be stuck under the corsair ray) and because they can destroy the natural blockers with three (well, not sure how much life those things have) big nukes?
I mean, I'm not good at that, but that fourth one seems imbalanced.
Otherwise, Malvanis, what took so much effort? It looks like twenty minutes work... very few doodads, lots of wasted space, boring terrain... you know there's a mirror function in SCMDraft, right?
None.
Err... doesn't the fourth one heavily favor terran, though, because of how you can preplace siege tanks to make them essentially immune to melee units (that will be stuck under the corsair ray)
Tanks can't fire from under them either. Nothing can.
and because they can destroy the natural blockers with three (well, not sure how much life those things have) big nukes?
3 siege tank hits can't take down those. They have 2000 HP, and siege tanks only do 70 damage.
Unless you're talking about actual nukes: nukes can kill anything in 2 hits, but it's kinda a waste of money to nuke those things, isn't it?
lrn2starcraft
None.
Relatively ancient and inactive
Tanks can't fire from under them either. Nothing can.
So you put them behind, not inside..
3 siege tank hits can't take down those. They have 2000 HP, and siege tanks only do 70 damage.
Unless you're talking about actual nukes: nukes can kill anything in 2 hits, but it's kinda a waste of money to nuke those things, isn't it?
I don't know, two nukes to instantly open up another door into the enemy base seems decent to me.
lrn2starcraft
None.
I don't know, two nukes to instantly open up another door into the enemy base seems decent to me.
lrn2starcraft
Cost of two ghosts: 50 minerals, 150 vespene, 2 supplies
Cost of two nuke silos: 200 minerals, 200 vespene
Cost of two nukes: 400 minerals, 400 gas, 16 supplies
Total cost: 650 minerals, 750 vespene, 18 supplies. You're also sacrificing two comsat stations to build the silos.
Next let's think about time. By the time you have the tech to even consider building these things, you should have a sizable force already. With your decent size force, it would take ~15-20s to destroy the blockade. Or, you could spend 2 or so minutes building the nukes (for the silos and the nukes, not counting covert ops tech or the science facility you'd need to make that), and then take your ghosts over and waiting the additional 15s wait or whatever it is for the nukes to drop.
Somehow using nukes to break through the blockade doesn't seem all that wise to me.
Nuking another player to show off that you have the superior advantage in all aspects seems pretty good to me.
None.
Nuking another player to show off that you have the superior advantage in all aspects seems pretty good to me.
If you've got that kind of advantage, you certainly don't need to 'instantly open a passage' to get to them.
Since when was this topic's focus on examples used to help improve the map that the topic was about?
Since never. Since the map is not 'conceptual' neither 'good' or 'practical'.
None.
Quote from name:Andrew Jackson
A map has never been able to give me a boner
...until now.
Quote from name:Andrew Jackson
A map has never been able to give me a boner
...until now.
Calm your pants, those spiral ramps do have some pathing problems.
Extreme amounts of wasted space, ugly, more ugly, and has absolutely no interesting elements to it.
I quote point four of my sticky:
4. IMPORTANT: Does my map have a concept, and is it worth playing?
-One of THE most important parts of a map is the concept. Nobody wants to play a standard main->nat->minonly->3rd gas->island anymore. Blocking minerals, extended ramps, pre-placed building sprites, anything that makes your map INTERESTING. Now it is hard to balance these interesting aspects, but that is part of making a good melee. Sometimes you have to be experimental in your concepts, even if it affects the balance negatively. This isn't to say that you should make a totally imba map with a weird experimental concept, because that's just silly. Another part of balance, is incorporating these elements positively.
Also, always remember curves > straight lines in melee maps. That's the entire reason why maps like this are so wonderful:
Where can i find this map?
None.