Staredit Network > Forums > SC2 Melee > Topic: (2)Bridge of Khazad-dûm
(2)Bridge of Khazad-dûm
Aug 21 2010, 11:39 pm
By: Syphon  

Aug 21 2010, 11:39 pm Syphon Post #1



Forgot to post this one I made for the Nibbits contest.



http://sc2.nibbits.com/maps/project/75638/bridge-of-khazad-dum



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Aug 21 2010, 11:47 pm Dem0n Post #2

ᕕ( ᐛ )ᕗ

I wish I had sc2. I wanna make melee maps. D: What tileset is that? It looks very.. ashy.




Aug 22 2010, 1:02 am UnholyUrine Post #3



I REALLLLLY like the concept.
I also like the bits below the natural, where rocks block a easier entrance... Altho it may be a little too tight.

However, I think the Rush distance may be a little too short.. tho since I don't have sc2, I obviously have no way of making sure of that.

I think 1 entrance to the main is enough (i.e. remove the ones to the side of the map.. and only use the one on the north)
3 entrances, despite one being a blocked backdoor, is simply too much. I think the sides of the main should not touch the bridge, just to avoid proxy reapers. (i.e. they must proxy at nat, instead of at bridge)


I also don't like how it is y symmetrical instead of xy symmetry. It makes the bottom portion of the map somewhat detached. I think the map would work much better with xy symmetry.

Love the high yields' location, and love the xel' naga tower placements.

Please make this XY? Please? D:
U can just copy the one side of the map, and do the flip and paste it... Just try it D:



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Aug 24 2010, 12:18 am Syphon Post #4



Quote from name:Dem0nS1ayer
I wish I had sc2. I wanna make melee maps. D: What tileset is that? It looks very.. ashy.

It's partially Ulaan Caves, and partially Aiur.

@Unholy

It's not easy to tell, but the 'little entrances' at the top are only large enough for 1 small unit at a time to walk through. I made them because the front door is a double cliff-ramp, and very easy to kill any scouts before they pop in.

It was originally going to be rotationally symmetric, but I decided against it because I felt that there aren't enough flip-symmetric ones out there, and the first map I made for the contest is rotationally symmetric. Because of the way I make maps, 1/4 at a time, the distances between bases are identical as if it was flipped anyways.

IIRC, the rush distance is a little bit longer than steppes of war.



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Aug 24 2010, 12:47 am UnholyUrine Post #5



Can you tell me which little entrances you're talking about?

I was saying that you should remove the entrance Left/Right of Red's/Blue's base.



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Aug 24 2010, 2:00 am Syphon Post #6



Look right below the rocks into the natural.



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Aug 24 2010, 5:22 am ImagoDeo Post #7



Wait wait... 'Partially Ulaan Caves and partially Aiur.' How do you mix tilesets like that?



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Aug 24 2010, 1:33 pm Sand Wraith Post #8

she/her

How can I play melee maps like this? Do I put it in Program Files\StarCraft II\Maps?




Aug 25 2010, 3:34 am Syphon Post #9



Quote from ImagoDeo
Wait wait... 'Partially Ulaan Caves and partially Aiur.' How do you mix tilesets like that?

Edit the tileset files in the data editor.

Quote from Sand Wraith
How can I play melee maps like this? Do I put it in Program Files\StarCraft II\Maps?

I've already published it, just go to Battle.net, select host new game, and search for it. I don't know if you have to type (2)bridge... or bridge...



None.

Aug 25 2010, 4:33 pm Sand Wraith Post #10

she/her

Ah, all right, thanks. My friends and I will play it next round, hopefully.




Aug 27 2010, 1:41 am Amadi Post #11



I love the concept and how this looks, but I just can't fathom how much this map favours Terran and Protoss players over zerg ones. Seriously, this map is so full of chokes it's hardly funny. Ravine is already a map on the verge of being banned by every Zerg player alive, and even it favours Terrans much less than this one. I mean, it's not just the chokepoints. It's also the multiple great tank locations (Like the whole bridge, among others.), and the very secluded natural that will be really really difficult to take down midgame, when the Terran player is most likely to expand to it. And the potential placement of terran Sensor Towers, which will probably see the opposition advance all the way through down, cutting away any possibility of catching them off-guard.

It's definitely something I'd like to play TvT, PvT, or PvP in, though.



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Aug 29 2010, 10:54 pm Syphon Post #12



Quote from Amadi
I love the concept and how this looks, but I just can't fathom how much this map favours Terran and Protoss players over zerg ones. Seriously, this map is so full of chokes it's hardly funny. Ravine is already a map on the verge of being banned by every Zerg player alive, and even it favours Terrans much less than this one. I mean, it's not just the chokepoints. It's also the multiple great tank locations (Like the whole bridge, among others.), and the very secluded natural that will be really really difficult to take down midgame, when the Terran player is most likely to expand to it. And the potential placement of terran Sensor Towers, which will probably see the opposition advance all the way through down, cutting away any possibility of catching them off-guard.

It's definitely something I'd like to play TvT, PvT, or PvP in, though.

You can't see across the bridge's middle, for tanks. The natural is very hard to hold, and I justify the chokes (it's not actually that narrow - I think the narrowest choke is 9 tiles wide) by the fact of how good Mutalisks are on the map.



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Aug 30 2010, 1:11 am Fisty Post #13



Mutalisk harassment would be the only viable option though. And you could just use a single unit on the other side of the bridge to give the tanks vision anyway (as far as I know anyway, I don't play T or P often at all).



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Aug 30 2010, 8:49 pm Amadi Post #14



Quote from Fisty
Mutalisk harassment would be the only viable option though. And you could just use a single unit on the other side of the bridge to give the tanks vision anyway (as far as I know anyway, I don't play T or P often at all).

That, or a medivac floating up above.

9 tiles is still too narrow for zerg player to get a good surround, and add to that the fact that it is nigh impossible to flank anyone on this map and it is really a huge problem. In addition, a lot of those chokes are fairly long.



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