Staredit Network > Forums > SC1 Melee Map Projects > Topic: (2) Backstabber
(2) Backstabber
Nov 27 2009, 12:01 am
By: Super Duper  

Nov 27 2009, 12:01 am Super Duper Post #1



Well, this IS my first map and all, so you will recognize a lot of problems.
Heres the picture:

The Raised Jungle expo on the right have extended ramps (I say this because you cant really see it in the image)
And heres the download:
http://download198.mediafire.com/znytmcmmzp9g/gdjrjo0zy5t/%282%29Backstabber.scx

EDIT: Also, I understand that the map is 128x128 and should be 128x96. Just ignore the dimensions for now.
Features To Notice
•The 7 Stacked Temples leading into your enemy's main
•The Mineral fields with 0 resource amount blocking off your nat
•U shaped temple wall for Ts to put their tanks behind and lift off an ebay to snipe off incoming forces. Only way to killl them with least amount of casualties is to go back and flank them from behind by taking the other route.
•Your nat has a temple spot behind it, allowing access to drops.
•The top right expo and the bottum right expo both have High Grounds behind the mineral line, allowing easy drops.
•A lot of areas to hide proxies
•Chunk of high ground in the middle. In TvT, whoever has control of this, that Terran pretty much controls the battle field.
•Easy to break a contain
EDIT: It took a while, but here it is. The map with decorations, a bit of doodads and I made the mains smaller. Phew! Took a good 10 mintes :D

Post has been edited 6 time(s), last time on Nov 27 2009, 4:27 am by Ciara.



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Nov 27 2009, 12:17 am Vi3t-X Post #2



Label the mains, expos, etc.

Also expecting Ex's bashing soon. :P



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Nov 27 2009, 12:19 am Super Duper Post #3



You and me both. :D
Top left is main, bottum left is main.



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Nov 27 2009, 12:23 am Vi3t-X Post #4



In contrast to a normal map, your natural is so far from your main. :P

I also have a feeling the map has Zerg written all over it.



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Nov 27 2009, 12:26 am Super Duper Post #5



The problem with the nat being too far is the fact that the mains are too big. That needs to be fixed but will defiantly take a while.

I thought the map favored Toss. Can you tell me how it favors Zerg, so that way I can fix it?



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Nov 27 2009, 5:44 am UnholyUrine Post #6



What does this have anything to do with Backstabbing when it's a 2 players' map XD



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Nov 27 2009, 6:48 am Excalibur Post #7

The sword and the faith

Actually the map is T>Z because the natural does not protect the main choke through normal hatch creep.




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Nov 27 2009, 7:10 am Pr0nogo Post #8



I can't see the Protoss Temple-blocked paths becoming of any use unless your opponent has somehow occupied the entirety of the middle of the map...

On another note, rushers can mine out one of the four minerals blocking your opponents expo and occupy it, making it easily-defended and greatly hampering the other player. I suggest making it a single mineral block rather than four.

You could break up the high ground on the top-right/bottom-right expansions to prevent Terran from dropping tanks. The same goes for the nats. This might even out the T>Z arguments.

Small, nitpicky note, but the tree doodad on the upper ramp of the middle-right expansion is in the way of the ramp. This might favor the bottom player when he defends from a ground attack, as the tree could help block enemies. I don't know if this is true or not; I'm just pointing it out.

Other than that, nice work for a first map. You already stated the mains need to be shrunken, and I put my 2 cents in.




Nov 27 2009, 4:26 pm Super Duper Post #9



Wait, what if I added a neutral creep colony in front of the main choke?

Quote from name:Pronogo
I can't see the Protoss Temple-blocked paths becoming of any use unless your opponent has somehow occupied the entirety of the middle of the map...

On another note, rushers can mine out one of the four minerals blocking your opponents expo and occupy it, making it easily-defended and greatly hampering the other player. I suggest making it a single mineral block rather than four.

You could break up the high ground on the top-right/bottom-right expansions to prevent Terran from dropping tanks. The same goes for the nats. This might even out the T>Z arguments.

Small, nitpicky note, but the tree doodad on the upper ramp of the middle-right expansion is in the way of the ramp. This might favor the bottom player when he defends from a ground attack, as the tree could help block enemies. I don't know if this is true or not; I'm just pointing it out.

Other than that, nice work for a first map. You already stated the mains need to be shrunken, and I put my 2 cents in.
No, there was always ONE mineral field, im saying there was 4 total mineral fields blocking it. Look at the picture, you will see 4 mineral fields. I didnt not mean there was 4 mineral fields on top :-_-:

Probably true - thanks.

Im not sure if you can call this a melee map rather than an experiment. Im going to go ahead and make another one sometime later on. Thanks everyone



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