Staredit Network > Forums > SC1 Melee Map Projects > Topic: (2)Gridiron.scx (Observer compatible)
(2)Gridiron.scx (Observer compatible)
Feb 16 2010, 12:59 am
By: Aristocrat  

Feb 16 2010, 12:59 am Aristocrat Post #1



Okay, here's my second map, hopefully less imba than the first one...

Version 0.72b:


-Center ramps are high ground, tanks on the edge on one ramp can just hit tanks on the closer edge on an adjacent ramp, but needs vision.
-Corner 2gas are 2500 each.
-Tanks cannot hit the natural from the closest ramp.
-Neutral buildings show suggested walls for Terran and Protoss forge FE. Terran wall is everything tight while P wall is 1 matrix between nex and the rest of the structures. (They are not actually in-game)

DL:
Gridiron 0.72b.scx
Observers

TL thread:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=112447



None.

Feb 16 2010, 1:36 am Super Duper Post #2



Double gas? O.o


:P

Problem: In TvZ, Terran can just turtle and expand the 3 times in their base.
Problem: KwanRolling in ZvP = GG
Problem: PvT, terran can just drop a tank anywhere and decimate worker lines.
Problem: Needs turret room, or 2hatch muta could be GG.
Problem: Tankable Main Mineral Line from the Island.
Problem: Terran can drop a tank in the bottom left and bottom right, huddle it close to the corner of the map boundaries, then fire at the gas. No ground unit (besides the siege tank) can fire at it.

Thats about all I can see right now. Overall, I like the layout and everything, how if you control those ramps then you are safe.

Post has been edited 5 time(s), last time on Feb 16 2010, 4:54 pm by Ciara.



None.

Feb 18 2010, 1:43 am Aristocrat Post #3



Hmm, is this better?


Changelog:
-Removed platform at main
-Added 500 mineral patch to main
-Added two 750 mineral patches to 3rd gas expansions
-Widened ramps to 3rd gas
-Added low ground near mineral line to 3rd gas
-Corner expo shrunk
-Corner expo ramps merged
-Doubled minerals at corner double gas expansions and halved resource amount to 750 each (so no actual net change in total resources, only rate of collection changed)
-Removed backdoor island, moved further to become a "true" island
-Island expansion mostly unbuildable minus space for 2 turrets and CC/addon
-Added overlord-safe patch of basilica near main mineral line
-Reduced cliffage near natural expansions and corner expansions
-Significantly modified natural choke shape and size.
-Added narrow cliff surrounding main to prevent vision from low ground tanks



None.

Feb 18 2010, 1:51 am Super Duper Post #4



Quote
Problem: Needs turret room, or 2hatch muta could be GG.
Problem: Tankable Main Mineral Line from the Island.
*
Also, whats up with the top right and bottom left significant amount of $$$?
*I mean behind the basillca wall.



None.

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[05:02 am]
Oh_Man -- whereas just "press X to get 50 health back" is pretty mindless
[05:02 am]
Oh_Man -- because it adds anotherr level of player decision-making where u dont wanna walk too far away from the medic or u lose healing value
[05:01 am]
Oh_Man -- initially I thought it was weird why is he still using the basic pre-EUD medic healing system, but it's actually genius
[03:04 am]
Ultraviolet -- Vrael
Vrael shouted: I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
With the modern EUD editors, I don't think they're calculating nearly as many offsets as you might imagine. Still some fancy ass work that I'm sure took a ton of effort
[12:51 am]
Oh_Man -- definitely EUD
[09:35 pm]
Vrael -- I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
[09:35 pm]
Vrael -- that is insane
[09:35 pm]
Vrael -- damn is that all EUD effects?
[2024-5-04. : 10:53 pm]
Oh_Man -- https://youtu.be/MHOZptE-_-c are yall seeing this map? it's insane
[2024-5-04. : 1:05 am]
Vrael -- I won't stand for people going around saying things like im not a total madman
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