Staredit Network > Forums > SC1 Melee Map Projects > Topic: My melee maps
My melee maps
Aug 29 2007, 3:05 pm
By: Demented Shaman
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Jul 26 2008, 9:17 pm Excalibur Post #41

The sword and the faith

Right. The map as it is now is not only imbalanced due to ramp placement, but your first problem is zerg rushing with a 4pool or something with the top two positions, and then it comes down to tanks holding complete control later on. Ill draw something up im SCMD later.




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Jul 27 2008, 4:48 am Demented Shaman Post #42



Quote from Excalibur
Right. The map as it is now is not only imbalanced due to ramp placement, but your first problem is zerg rushing with a 4pool or something with the top two positions, and then it comes down to tanks holding complete control later on. Ill draw something up im SCMD later.
A drawing would be helpful.



None.

Jul 27 2008, 11:52 pm 49281358723941702706 Post #43



Could you make a 2 player version of turtle land. That map looks really cool.



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Jul 28 2008, 12:14 am Demented Shaman Post #44



Quote from Gamma
Could you make a 2 player version of turtle land. That map looks really cool.
Why 2 player instead of 4 player? And don't people 1v1 on 4 player maps anyway?



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Jul 28 2008, 12:22 am 49281358723941702706 Post #45



You don't have to worry about scouting an extra 10 spots for hidden expos.



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Jul 28 2008, 8:17 pm Demented Shaman Post #46



Quote from Gamma
You don't have to worry about scouting an extra 10 spots for hidden expos.
Is that the only reason?



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Jul 29 2008, 12:44 am 49281358723941702706 Post #47



Alot of people 1v1 on Python. Python is a huge ass map. Not only do you have to scout extra spots, but you also have to use the extra map to fight on. (For a long game). Also alot of the private channel games have obs. (Terran Players who lift).



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Jul 29 2008, 3:19 am BeDazed Post #48



Quote
Why 2 player instead of 4 player? And don't people 1v1 on 4 player maps anyway?
It gives games more variations.



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Jul 29 2008, 3:42 am Demented Shaman Post #49



How does having two less starting positions give more variation?



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Jul 31 2008, 11:53 pm BlackWolf99 Post #50



i would wanna try turtle islands xD



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Aug 5 2008, 2:38 am 49281358723941702706 Post #51



Yes, you should make a 2v2 or 3v3 Turtle Island maps. (I like playing Island Hop)



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[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
[2024-5-05. : 9:35 pm]
Vrael -- that is insane
[2024-5-05. : 9:35 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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