Staredit Network > Forums > SC1 Melee Map Projects > Topic: (2)Sigma.scx
(2)Sigma.scx
Feb 23 2010, 1:01 am
By: Aristocrat  

Feb 23 2010, 1:01 am Aristocrat Post #1





I couldn't get enough decent players to play (no B- ever plays UMS), so these C reps will do: (4 total)
http://www.repdepot.net/map.php?id=1906 <- Rep with satuross contains successful manner supply depot, LOL
http://www.repdepot.net/map.php?id=1880

The concept of the map is the usage of basilica as terrain in lieu of using high dirt cliffs to produce elevation. Basilica is normally unbuildable, so no Twilight map had this sort of terraining prior to this. Everything is vision/hit tested, including the stacked high basilica. (Thanks to HK for the method of blending basilica!)

TvP is definitely balanced as seen through testing; cheese rush builds like 5pool are not strong here due to rush distance. I have not seen enough zerg plays to comment on Z balance but it does not appear too bad at the moment.

TL Thread



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Feb 23 2010, 7:51 pm PoisonHunter Post #2



I'm guessing someone else will probably tell you, so ill tell you first. The upper high ruins shouldn't be tankable, so I guess try and make it so people can't land units up on the upper-most cliffs



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Feb 24 2010, 3:55 am NinjaOtis Post #3



You should make a pi or phi map lala o_o



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Feb 24 2010, 11:04 pm Aristocrat Post #4



Quote from PoisonHunter
I'm guessing someone else will probably tell you, so ill tell you first. The upper high ruins shouldn't be tankable, so I guess try and make it so people can't land units up on the upper-most cliffs

Which ones?



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Mar 22 2010, 11:50 pm ImagoDeo Post #5



He means the ones in the upper left and right corners. Terrans could land siege tanks up there and blast the crap out of the main's mineral line. Big advantage for Terran, if they can get there without the opponent noticing. If the enemy has no air units, and the terran gets enough tanks up there, those tanks are never coming down.

I love the atmosphere of this map. Very gloomy.



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