I replaced the zerg eggs with protoss temples because I couldn't stop the map from crashing without completely rearranging the eggs. I also added disruption webs to stop tanks from hitting nats (looks kinda weird, not sure if I'll keep it).
Post has been edited 3 time(s), last time on Jan 1 2010, 10:27 pm by Dem0nS1ayer.
Its a little on the bland side.
None is going to kill ALL those eggs. I suggest you make the ramp normal sized and having only two eggs block it. Not that its a big deal, its just something to consider.
The map lacks concept. Now I know that you are thinking "What? Theres eggs, psi disruptor and everything! What do you mean no concept?". Well lemme clear something for you, thats depth. VERY different from concept. While Excalibur might come in here and disagree with me, I still think I am right.
Oh and a small thing, how much statis prisons are there? One? You should probably add two, so P cant dominate Z in PvZ.
Those high ground things are unbuildable, right?
None.
I have spotted an error!
The expo below Player 1's base does not have a 0mineral patch to stop a CC/Nexus/Hatchery.
None.
Download link missing. Kind of important if you want feedback from people who actually play maps.
Also, Ciara, it's not a Psi Disruptor. It's a Power Generator. VERY different from a Psi Disruptor.
The center of the map is way to empty. No high dirt, nothing. Empty space. That's not good at all.
Please report errors in the Staredit.Network forum.
Added the map with the mineral block under p1's main.
The high dirt is unbuildable, and
There are two stacked stasis cells blocking the path from the main to the expo.
Tankable nats, tend to not be a good thing. Also the mains are tankable in the back corners, fix those. Try adding some sort of design or a little high ground in the dead center instead of plain terrain. Make sure to keep the original map.
Try getting rid of the walkable high ground by the nats and make them tesselated high ground and get rid of any tank holes, remove eggs and place them over by the main that has the stasis cell blocking one end or get rid of them entirely. Make the top right/bottom left an island. Find all your tank holes, I see tons.
If you have a no gas nat, make the two vespenes each 5000 to make up for the loss at the nat, instead of each 2500.
Wait for Excalibur to reply, he may agree or disagree with me on those suggestions, but that's what I see that could be fixed.
Post has been edited 1 time(s), last time on Dec 31 2009, 6:07 am by Marine.
None.
I like this map because all of the flaws everyone else is pointing out are no factor.
It seems people are looking really hard for flaws to criticize this map on so good job DemonSlayer.
None.
Hm, for some reason, this map crashes when I host it in melee. It works fine under UMS, but when the game starts, all the zerg eggs disappear, and the "Unit Implacable" message comes up. Why?
Quote from name:Dem0nS1ayer
Hm, for some reason, this map crashes when I host it in melee. It works fine under UMS, but when the game starts, all the zerg eggs disappear, and the "Unit Implacable" message comes up. Why?
Are the zerg eggs sprites?
None.
Quote from name:Dem0nS1ayer
Hm, for some reason, this map crashes when I host it in melee. It works fine under UMS, but when the game starts, all the zerg eggs disappear, and the "Unit Implacable" message comes up. Why?
ok it appears to crash when hosted on bnet, and it can be played offline but the unit unplaceable message comes up...
I removed all 14 eggs and the map was playable offline and over bnet, no other changes were made so it has something to do with the egg placement.
Maybe you can try placing the eggs farther up the ramp so that they are technically on "buildable" terrain, that might help?
None.
You cannot place certain unit sprites on unbuildable terrain without issues. The eggs are one example.
Edited map. Look at first post.
All the activity sort of
died since I got suspended for allcapsing.
Dem0n, your doodads are too symmetrical. Try varying the shapes and sizes of them, especially if they don't really serve much of a function other than eye candy.
You can tank the thirds by parking your tanks outside the thin wall, due to a lack of doodads/unwalkable terrain.
It would be cool if you made a UMS version where claiming the middle would give you control of the turret or something.
That's not a turret. It's a dirt doodad that spins around. ;O
My advice is simply that when you make far away expos, you need to make them with normal sized ramp or people wont be able to defend them.
None.