Staredit Network > Forums > SC2 Melee > Topic: (8)Firestorm
(8)Firestorm
Jul 28 2010, 2:13 am
By: ImagoDeo  

Jul 28 2010, 2:13 am ImagoDeo Post #1





Final version, unless anyone has something to say about it.

Edit: Removed map to free up some attachment space. Might eventually repost it, we'll see.

Post has been edited 3 time(s), last time on Oct 20 2011, 6:03 pm by ImagoDeo.



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Jul 29 2010, 12:13 am UnholyUrine Post #2



It doesn't seem imbalanced.. it's just bland D:

Do some texture blending.. it'd do wonders



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Jul 29 2010, 3:11 pm ImagoDeo Post #3



See first post for updates.

Post has been edited 1 time(s), last time on Aug 28 2010, 9:42 pm by ImagoDeo.



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Jul 29 2010, 11:45 pm Devourer Post #4

Hello

Much better already :) some more doodads I assume and it's fine. Although I think that two expansions which are so close are not really necessary and will cause mass tech.



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Jul 30 2010, 5:24 pm UnholyUrine Post #5



I likes this.. but I still feel some doodads can be fitted into the map..

I think this is an awesome melee map :D


@Devourer..

Au Contraire, because this is supposedly a 4v4 map... if a team can take over the expansions at 12 or 6 o'clock, they can share the resources.



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Oct 14 2010, 11:12 pm Dungeon-Master Post #6



This map should be called oyster, Gotta catch 'em all! :lol:



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Oct 18 2010, 8:15 pm CecilSunkure Post #7



Whoa, interesting map. This is definitely going to favor late games over anything. You can wall of that single choke for early game fast expands for your whole team. I actually really want to try this out!



I have some suggestions. Place an empty landing on each light blue circle (the bottom left circle should be light blue), and connect this landing where the blue lines are. This will act as a landing spot for other teams, to land with dropships, overlords, warp prisms, and nydus worms. This will encourage more interesting late-game play, and build off of your map's already natural affinity towards late game antics.

You can also possibly add in a small pathway between the bases on the left and right where the two blue lines are. This would connect the back of those 4 bases, thus adding in more maneuverability on each side of the map, but not adding in maneuverability from left side to the right side of the map, making for more possibilities of interesting late game play.

Lastly, I felt that a single choke point to the middle is too little. I suggest adding in destructible rocks to each pink line to make later game attacks easier to do by having more avenues of approach.

So all in all, my suggestions would allow for a greater realm of possibility for late game play, all the while maintaining the same strictness of early game play.

Post has been edited 4 time(s), last time on Oct 18 2010, 8:24 pm by CecilSunkure.



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Oct 21 2010, 7:05 pm ImagoDeo Post #8



Quote from CecilSunkure
Whoa, interesting map. This is definitely going to favor late games over anything. You can wall of that single choke for early game fast expands for your whole team. I actually really want to try this out!



I have some suggestions. Place an empty landing on each light blue circle (the bottom left circle should be light blue), and connect this landing where the blue lines are. This will act as a landing spot for other teams, to land with dropships, overlords, warp prisms, and nydus worms. This will encourage more interesting late-game play, and build off of your map's already natural affinity towards late game antics.

You can also possibly add in a small pathway between the bases on the left and right where the two blue lines are. This would connect the back of those 4 bases, thus adding in more maneuverability on each side of the map, but not adding in maneuverability from left side to the right side of the map, making for more possibilities of interesting late game play.

Lastly, I felt that a single choke point to the middle is too little. I suggest adding in destructible rocks to each pink line to make later game attacks easier to do by having more avenues of approach.

So all in all, my suggestions would allow for a greater realm of possibility for late game play, all the while maintaining the same strictness of early game play.

Here's the spot where you said to add destructible rocks for more attack directions:


The cliffs go from level 0 to level 2 there. How exactly did you want me to add the rocks?

And here's the spot where you wanted landing zones:


Once again, there's a cliff level difference. Did you mean landing zones on top, or on bottom?



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Oct 21 2010, 8:07 pm CecilSunkure Post #9



Quote from ImagoDeo
Here's the spot where you said to add destructible rocks for more attack directions:


The cliffs go from level 0 to level 2 there. How exactly did you want me to add the rocks?
Can you add a ramp going from level 0 to level 2? Could you possibly add in two ramps if it requires two levels? Pretty much just connect them via ramps somehow, then add in destructible rocks onto the ramps so that the ramps can't be used until later game.

Quote from ImagoDeo
And here's the spot where you wanted landing zones:


Once again, there's a cliff level difference. Did you mean landing zones on top, or on bottom?
Landing zones should probably be on the lower level.



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Nov 5 2010, 3:56 am ImagoDeo Post #10





How about that? Map's got less doodads now, given that I had to remove some lava flares to make room for the landing spots. There are three sets of destructible rocks there from the low to the high ground. Almost one continuous ramp. Let me know if that's what you had in mind or not.



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Nov 5 2010, 5:35 am CecilSunkure Post #11



Yes! That looks great. Really interesting map, I totally want to play it. We should, tomorrow if you have time.



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Nov 6 2010, 9:49 pm Syphon Post #12



Second of all this is why it's horribly imba for Protoss - Right now Protoss easily has the strongest late game force. This map makes it *incredibly* easy for a Protoss player to turtle up to T3 on *three bases* Three bases of income can easily support funding 5 Robos pumping 3/3 Colossus, or 10 Stargates pumping 3/3 Void Rays. There is nothing that can break this in the entire game.

Post has been edited 3 time(s), last time on Nov 8 2010, 11:34 pm by DevliN. Reason: You may feel that way, but let's not flame alright?



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Nov 8 2010, 11:29 pm ImagoDeo Post #13



Quote from Syphon
Second of all this is why it's horribly imba for Protoss - Right now Protoss easily has the strongest late game force. This map makes it *incredibly* easy for a Protoss player to turtle up to T3 on *three bases* Three bases of income can easily support funding 5 Robos pumping 3/3 Colossus, or 10 Stargates pumping 3/3 Void Rays. There is nothing that can break this in the entire game.
Instead of just complaining about why it's so bad, suggest how to make it BETTER. K?

Post has been edited 1 time(s), last time on Nov 8 2010, 11:35 pm by DevliN. Reason: Removed Syphon's flame from quote.



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