(2)Split Second, Map in progress, please critique
Post #1 Phobic Aug 19 2010, 8:45 pm
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![]() I've heard: "Main ramps are too blocky", "Not enough space behind mineral lines", "Nat Chokes are too small", "Main areas are too small", "Nat areas are too big". If you give me advice please explain it with well-reasoned and fully explanatory responses. Heres a copy of the map: Split Second (Obs) V0.9X.scx (67.95 kb) -- 1 hits This post was edited 4 times, last edit by Phobic: Aug 20 2010, 6:16 am. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #3
HCM™Aristocrat
Aug 19 2010, 10:10 pm
Post #5
HCM™Aristocrat
Aug 19 2010, 11:11 pm
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My SCMDraft refused to open it, so I had to put in the missing data via StarEdit. Anyways, thanks for actually uploading the image after we mention it, a lot of people failed to do that in the past so we're a bit frustrated from all of it, lol.
In any case, this is what I can see:
Here's a summary: ![]() Red means remove the circled part. Green means replace with the ramps from the map I linked to you. Blue means fix the tank holes. White means move. Yellow means narrow the ramps to that size. Orange means make the terrain unbuildable in the circled area (rocky ground, ruins, whatever. Preferably rocky ground.) (Those big ramps near the middle are awesome. They're fine as it is. ) ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Post #7
HCM™Aristocrat
Aug 19 2010, 11:50 pm
Post #8
Dem0nS1ayer
Aug 20 2010, 12:21 am
Post #9
HCM™Aristocrat
Aug 20 2010, 12:26 am
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I don't quite think you need turret space for that minonly, considering that if you don't control the expansion above the cliff the enemy can just attack it anyways. Turrets built so close to a cliff are vulnerable to hydra/lurkers. Having some space wouldn't hurt though. The expos are large, but just pushing it back a little by adding the turret space would be sufficient. They don't need to be unbuildable, as the side expansions for desti are fully buildable as well. ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Post #11
Dem0nS1ayer
Aug 20 2010, 12:29 am
Post #12
HCM™Aristocrat
Aug 20 2010, 12:35 am
Post #13
Dem0nS1ayer
Aug 20 2010, 1:06 am
Post #14 Phobic Aug 20 2010, 1:13 am
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![]() LOL MISUNDERSTANDINGS XD, that one up there was the FIRST EDIT I EVER DID ON THE MAP, MEANING MY STARTING POINT, SORRY FOR CONFUSION There it is And heres the file: Split Second (Obs) V0.99.scx (71.31 kb) -- 0 hits ![]() ![]() ![]() ![]() ![]() ![]() |
Post #15
Dem0nS1ayer
Aug 20 2010, 1:23 am
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Work on your mineral formations. I'm pretty sure that you can get closer to the minerals than what you've shown in the picture (for the middle expos, that is). Here are some formations that you could use.
![]() As a pointer, diagonal minerals lines don't really well (or maybe I'm just not good at making them), so you're better off sticking with semi-horizontal/vertical lines. ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Post #17
Dem0nS1ayer
Aug 20 2010, 1:46 am
Post #18
HCM™Aristocrat
Aug 20 2010, 2:01 am
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These mineral formations are shit. Ignore them. It's not how they "look" that's important, but how well they MINE. Make a CPU mine at each main and end the game after 5 minutes, and check to see if the resource scores are about the same. If not, then the mineral formations are NOT equal. For example, if "minerals gathered" are very close to each other, like 1008 1008 992 1016 Then your mineral formations are good. But if you get stuff like 912 1088 1040 1016 Then the mineral lines need to be adjusted. Move a mineral or two one grid closer for ones that gather poorly, and move one or two minerals outwards for ones that mine better than others. As long as they mine equally, it shouldn't be much of a problem how good they look. ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Post #19
Dem0nS1ayer
Aug 20 2010, 3:51 am
Post #20
HCM™Aristocrat
Aug 20 2010, 3:58 am
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. I didn't know that, sorry. I'll give a better text explanation:




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