Staredit Network > Forums > SC1 Melee Map Projects > Topic: (4)Perfect Rising
(4)Perfect Rising
Oct 14 2007, 4:55 pm
By: Tazzy
Pages: 1 2 35 >
 

Oct 14 2007, 4:55 pm Tazzy Post #1

Long forgotten founding member :P

(4)Perfect Rising
Created by: Tazzy


The sun rises, it's time for a perfect time for war! Can you live through the onsluaght?



I have started this map today its not 100% complete i would say 50%

I hope it looks nice, and will play well.

What do you think so far?



Long forgotten founding member of sen

Oct 14 2007, 4:58 pm Chef Post #2



In my opinion you should loosen up the middle a bit, and give the players naturals. SCVs can walk across those thin bridges right? Or just Zerglings? How do they look in game?



None.

Oct 14 2007, 5:00 pm Tazzy Post #3

Long forgotten founding member :P

As far as I know the A.I will not use the smaller bridges.

Working on it still, unless it can prove usefull.



Long forgotten founding member of sen

Oct 14 2007, 5:11 pm Chef Post #4



Well the only thing that's important is can human's use them ;P

My suggestions:




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Oct 14 2007, 5:14 pm Tazzy Post #5

Long forgotten founding member :P

Humans can use the Bridges, BUT you have to manually click the unit through the bridge 1 at a time i Belieave, I saw this done in another melee map online thought i would give it a go. Ill update the map shortly.



Long forgotten founding member of sen

Oct 14 2007, 5:46 pm enigmacat Post #6



love how all the terrain is even, looks neat :P



None.

Oct 14 2007, 11:11 pm yenku Post #7



Chef's suggestions look helpful.

With those changes this map would seem much more playable and balanced!



None.

Oct 15 2007, 8:49 pm Tazzy Post #8

Long forgotten founding member :P

I have updated the map, But i'm afraid i dont have the screen shot as of yet. I'll upload it later on tomorrow.



Long forgotten founding member of sen

Oct 15 2007, 10:44 pm TitanWing Post #9



Bridges are too long and too narrow. I'm not sure if those small bridges will create pathing issues or not, but last time I used them, only units that would fit through it without problems were Zerglings.

And yeah, players need naturals.



None.

Oct 22 2007, 2:31 pm Tazzy Post #10

Long forgotten founding member :P



Update, Thoughts please?



Long forgotten founding member of sen

Oct 22 2007, 3:03 pm TitanWing Post #11



Naturals need to be placed near bridges so sunks at nat can defend main.



None.

Oct 23 2007, 2:30 am blacklight28 Post #12



Are you going to add a first expo with gas?

EDIT: Didn't see the update, I think it's too flat, no terrain. I think there's too much water.



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Oct 23 2007, 10:54 am Tazzy Post #13

Long forgotten founding member :P



Any better? Or completly worse :P



Long forgotten founding member of sen

Oct 23 2007, 10:31 pm Kellimus Post #14



Quote from Tazzy


Any better? Or completly worse :P

Worse. I liked the first map idea (without Chef's ideas) better.

If they can't play the map for how its built, they're not true meleers.



None.

Oct 23 2007, 10:33 pm frazz Post #15



There's a few too many entrances, I think. Maybe get rid of those two ramps on either side of the map and put minerals in the ditch below. I mean, those too ramps on the left and right leading to the very middle left and middle right ditch.

Or, you could leave those there, but kill the ramps leading to the starting points.
If you do that,, then you could also make a land bridge leading to the middle.

Overall, a little more terrain variation. Throw in some jungle type areas?



None.

Oct 23 2007, 10:36 pm Kellimus Post #16



Two entrances into a base is "too much"?


Wow, what's up with these Melee kids nowadays Tazzy?



None.

Oct 23 2007, 10:44 pm frazz Post #17



You have issues, Kellimus. Tazzy asked for help, and I gave my input, nothing more. So shut up.

Anyway, what I meant, moreover (<- bad word placement), was that the other palyers have basically straight access to their counterpart's base. I don't really like this, but some people might. I just thought having a death pit of a ditch would be a little more interesting.

Also, too many minerals, 4 for each player. Especially with a map that size. If you replaced some of them with less easily defendable places, or got rid of them all together, that might be better.

Quote from Kellimus
If they can't play the map for how its built, they're not true meleers.
Again, shut up. Tazzy was asking for input, and you need to stop stomping on everyone else's ideas, especially since you seem to have none of your own.
People will play the map as it is once it's made, but it isn't made yet.



None.

Oct 23 2007, 11:04 pm Kellimus Post #18



Quote from frazz
You have issues, Kellimus. Tazzy asked for help, and I gave my input, nothing more. So shut up.

Anyway, what I meant, moreover (<- bad word placement), was that the other palyers have basically straight access to their counterpart's base. I don't really like this, but some people might. I just thought having a death pit of a ditch would be a little more interesting.

Also, too many minerals, 4 for each player. Especially with a map that size. If you replaced some of them with less easily defendable places, or got rid of them all together, that might be better.

Quote from Kellimus
If they can't play the map for how its built, they're not true meleers.
Again, shut up. Tazzy was asking for input, and you need to stop stomping on everyone else's ideas, especially since you seem to have none of your own.
People will play the map as it is once it's made, but it isn't made yet.

How about: You lick my balls.


Tazzy is my close friend through the internet, that's how we joke around.

Again, lick my balls. He got his input from me (a good friend of his) and I wasn't stomping on other peoples ideas. I simply input my OPINION (something you kids here don't understand that I'm entitled to) that two entrances is fine. Add a little Kellimus-humour (in which Tazzy and a few others perceive) and you have my reply.

Quit being so defensive anyways. I've been playing SC since it came out, and for you to (or what you seemed to be doing before you came back and clarified yourself) say what you did, made me laugh.


So again: lick my balls :D



None.

Oct 24 2007, 12:27 am TitanWing Post #19



Quote from Kellimus
How about: You lick my balls.
Tazzy is my close friend through the internet, that's how we joke around.
Quote
Again, lick my balls. He got his input from me (a good friend of his) and I wasn't stomping on other peoples ideas. I simply input my OPINION (something you kids here don't understand that I'm entitled to) that two entrances is fine. Add a little Kellimus-humour (in which Tazzy and a few others perceive) and you have my reply.
Opinions are all great and fine, but your feedback sucks, to put it bluntly. These "kids" know a hella lot more than you do apparently, so I'd watch what I say to prevent making myself look like an even greater fool.

Quote
Quit being so defensive anyways.
Quit being offensive and that might happen, catch what I'm saying?

Quote
I've been playing SC since it came out...
That's nice.

Quote
So again: lick my balls :D
Yep, people are very likely to "stop being defensive" after you end your post with that.

Tazzy, the update is better in some way, but bad in others.

-You pretty much fucked up all the expos, Zerg still can't defend their choke via the natural and the gas is a mile away which only hurts them (and annoys everyone in general) more.
-Ramps in the middle of the map need to be widened a bit more, their still narrow enough for Terran to beat Protoss to a pulp from.
-Side gas-only expos are bad. Gas only expos in general are a don't.
-Backdoor ramps are too wide and should be blocked by mineral if you feel you REALLY want to keep them. I personally don't think you should be trying that kind of thing right now, since you're (no offense, really :)) still not as experienced as some of the other mappers here. Backdoors are hard to balance out if you don't know what your doing.
-Gas in the expos on the top and bottom of the center area should be moved to fit in between the minerals, that way they don't mess up unit pathing when someone's got a line of workers there, units get stuck.



None.

Oct 24 2007, 3:56 am Chef Post #20



Quote
Worse. I liked the first map idea (without Chef's ideas) better.

If they can't play the map for how its built, they're not true meleers.
He didn't actually incorporate any of my ideas. What the hell is a "true meleer?" Whatever it is, I'm pretty sure I could destroy you in melee :)



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