Staredit Network > Forums > SC1 Melee Map Projects > Topic: (2)Carcass Fields
(2)Carcass Fields
Jan 21 2008, 9:08 pm
By: who  

Jan 21 2008, 9:08 pm who Post #1





This is my first attempt at a melee map. Any suggestions on how to improve it?

Download

Post has been edited 6 time(s), last time on Feb 21 2008, 3:20 am by someone09.



None.

Jan 24 2008, 2:40 am yenku Post #2



Wow, thats really good for a first map. I'm very impressed.

I don't know if you have yet, but post that on Broodwarmaps.net, one can always find good insight there.



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Jan 24 2008, 5:55 pm JaBoK Post #3



Nice map! I like the way it sort of flows, and the building connection to your min only expo is very sweet. One thing I'd do would be to add more unbuildable terrain in fighting areas so terran can't push too hard against z or p.



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Jan 25 2008, 5:41 am friedleaves Post #4



Wow, amazing for a first. GJ.

One major thing that I found, though, is aesthetics (unless you were planning to edit that later). Perfectly symmetrical land doesn't look natural, so you can mix up some of the buildable terran, as that has no effect on gameplay. More doodads would be nice, too.



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Jan 26 2008, 9:05 pm who Post #5



made some updates



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Jan 28 2008, 4:39 am KrayZee Post #6



There are no dead bones around, so title is misleading. :|



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Feb 21 2008, 9:55 pm friedleaves Post #7



Aesthetics still doesn't look too good. Ash is probably one of the hardest tilesets to make it aesthetically pleasing, so you have to work really hard on it. You can look at the map Neo Requiem for a good example.

Expo layout, however, is fine. Just make it more pretty.



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Mar 15 2008, 2:39 pm Paravin. Post #8



Looks spiffy.



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Mar 18 2008, 5:11 am -BW-Map_God Post #9



Looks good, don't think I have ever seen such a symmetrical/clean ash tileset map. Lots of wide open space for having so many expansions, should be fairly balanced for all races. Slightly unrelated but has anyone seen a zerg use that P12 creep effectively to help them on one of these style maps? Placing neutral buildings and creep on melee maps is always interesting, but its a style I have to admit I am not completely used to yet. Sort of still strikes me as a bit weird.



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Mar 18 2008, 8:03 pm who Post #10



i placed the neutral colonies so zerg can defend their choke more easily.



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Apr 4 2008, 10:09 pm LML Post #11



the expos at 2 and 8 should get more doodads, they currently look pretty plane.
Also you should add some minerals for main/nat and also change the mineralformation in main (at least red's), too.
Make it having main+nat around 16 or 17 mineral fields, 14 is just too less, since fe Protoss doesn't get enough minerals vs a Z getting 2expansions, at once in the beginning.



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Jun 17 2008, 4:39 pm Dem0n Post #12

ᕕ( ᐛ )ᕗ

To make it look better, you should try to round out the high dirt instead of having it be just a long, straight line.




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