Staredit Network > Forums > SC1 Melee Map Projects > Topic: (2)Purnima 1.0
(2)Purnima 1.0
Nov 17 2007, 8:06 pm
By: Moon)SHieLD(  

Nov 17 2007, 8:06 pm Moon)SHieLD( Post #1



Hi I just made a map cause I have nothing to do all day and if you would please give me your tips, suggestions, and what to do.

Sorry I couldn't make a picture, my computer busts up and says Internal System Command Error when i try to put it on photobucket.

I got the picture on pb here's the url

http://s224.photobucket.com/albums/dd107/JasonZhan/?action=view&current=Purnima11.jpg

Attachments:
(2)Purnima 1.0.scx
Hits: 7 Size: 95.36kb

Post has been edited 1 time(s), last time on Nov 19 2007, 1:05 am by Moon)SHieLD(.



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Nov 17 2007, 8:09 pm Moon)SHieLD( Post #2



I just noticed a mistake in the minerals, my brother keeps on annoying me when I try to do stuff on the computer.



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Nov 26 2007, 11:11 pm yenku Post #3



I assume the top and bottom are the mains.
You have way too much gas before that bridge. Two is even alot on a setup like that. Keep in mind you should never have a gas expansion within the main base's choke unless you compensate with something else (which I doubt the majority can do propery).

That's a large middle, and I kind of like it. Too bad it disallows proficient expansion layouts..



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Nov 26 2007, 11:24 pm friedleaves Post #4



There isn't really a gas at the back door expansions. On the actual file it's just a mineral only. I think Moon forgot to edit the picture.



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Nov 26 2007, 11:25 pm yenku Post #5



Thank you for letting me know.



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Nov 27 2007, 4:37 am Moon)SHieLD( Post #6



Or maybe I forgot to edit the map? Hmm which one is it? I'll let you decide...



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Nov 27 2007, 4:59 am friedleaves Post #7



Well, that would be illogical. I won't even bother explaining.

As for the map, I don't see any racial imbalances, though I'm still sort of new to mapping, so I don't really know. For aesthetics, all your deco is symmetrical, your bridges are really blocky (if you look closely in the editor), and a few more subtle doodads would be nice.



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Jun 23 2008, 11:20 pm Dem0n Post #8

ᕕ( ᐛ )ᕗ

You shouldn't put a gas in your second expo. That'd be too much of a Zerg advantage.




Jun 24 2008, 12:34 pm BeDazed Post #9



I don't think it poses a big problem. The distance between the main and the nat has a significant distance, the set up is just like baekmagoji in resource placements, as in terrain, it looks unique. I'll be willing to testing this out.



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[08:42 pm]
Ultraviolet -- :wob:
[2024-5-08. : 10:09 pm]
Ultraviolet -- let's fucking go on a madmen rage bruh
[2024-5-08. : 10:01 pm]
Vrael -- Alright fucks its time for cake and violence
[2024-5-07. : 7:47 pm]
Ultraviolet -- Yeah, I suppose there's something to that
[2024-5-06. : 5:02 am]
Oh_Man -- whereas just "press X to get 50 health back" is pretty mindless
[2024-5-06. : 5:02 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
[2024-5-06. : 5:01 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
[2024-5-06. : 3:04 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
[2024-5-06. : 12:51 am]
Oh_Man -- definitely EUD
[2024-5-05. : 9:35 pm]
Vrael -- I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
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