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(2)Slaughter Fest, Map in progress, please critique

Creator: Phobic
Time: Aug 20 2010, 5:24 am

Post #1     Phobic Aug 20 2010, 5:24 am

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Ive had the base terrain for this sitting in my projects folder for a while, today i sporadicly edited it.

Heres the file:
scx file Slaughter Fest.scx (67.42 kb) -- 3 hits
This post was edited 2 times, last edit by Phobic: Aug 20 2010, 5:46 am.

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Post #2     HCM™Aristocrat Aug 20 2010, 2:28 pm

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Epic bridge blend is epic.

Only problems I can see are wide main ramps and the fact that this is heaven for T players.

Anyways, block the middle islands with an 8-mineral block so Terran can't just float their CC there.

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Post #3     Phobic Aug 20 2010, 5:30 pm

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I also thought it would be terran favoring, however i can't think of a way to unbalance terran without throwing off the layout, I tried making the blended bridge bigger but it just got ugly and was not pleasing to the eye on mini-map or actual view.

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Post #4     UnholyUrine Aug 21 2010, 11:33 pm

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Wow, I likes this.

I think the middle islands are a little too tight and probably favors T

I think you can just remove the mineral only's and remove the cliff, and just have 2 middle expos out in the open. Much more streamlined.

I also think the map can have a MUCH better name...

how about "Desert Bridges" .. or "Dry Ruins" .. or "Tar Cross" ... or .. Anything BUT Slaughter Fest.. srsly

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Post #5     Phobic Aug 22 2010, 12:58 am

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Quote from UnholyUrine
Wow, I likes this.

I think the middle islands are a little too tight and probably favors T

I think you can just remove the mineral only's and remove the cliff, and just have 2 middle expos out in the open. Much more streamlined.

I also think the map can have a MUCH better name...

how about "Desert Bridges" .. or "Dry Ruins" .. or "Tar Cross" ... or .. Anything BUT Slaughter Fest.. srsly

lol I rarely seriously name a project untill its done and thanks

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Post #6     Phobic Aug 22 2010, 4:04 am

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Made some big small and risky changes
(user posted image)
Made islands into normal expos and removed the minonly
Placed 3 mins in main base, away from main
Added dirt rivets in the tar
Added high dirt wall at certain spots
Extended Bridges in certain spots
butterscotch yo:
scx file Slaughter Fest V.4.scx (67.06 kb) -- 0 hits

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Post #7     Dem0nS1ayer Aug 22 2010, 4:47 am

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I feel as though those middle expos are way too open and hard to defend.
This map is so gas heavy it's not even funny. Zerg will rape on it.
The 3 minerals at the mains are useless.

KIND FUCKIN' REGARDS,

- DS
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Post #8     UnholyUrine Aug 22 2010, 5:56 am

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The 3 minerals at the mains are useless.. I Agree

I suggest removing the gas from all 4 of the expos at the sides.. this'd make it less gas heavy, and more incentive to take the middle expo.
it is true that it was gas heavy.. as I've played the map (against comp).. i kept getting more gas than minerals D:

I think this is going the right direction.

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Post #9     Phobic Aug 22 2010, 9:01 am

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Did some stuff you recomended and rearanged minerals at center for better unit flow
i am thinking of adding an island below and above the mains in the tar, with 6 mins and geyser
scx file Slaughter Fest V.4X.scx (67.12 kb) -- 1 hits

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Post #10     HCM™Aristocrat Aug 22 2010, 1:49 pm

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Quote from Dem0nS1ayer
I feel as though those middle expos are way too open and hard to defend.
This map is so gas heavy it's not even funny. Zerg will rape on it.

This really doesn't look like much of a zerg map considering about every element other than the gas expansions. 5 gas per player is not unheard-of; Destination has five gas expansions per player. Zerg sucks royally on that map. (But really? 2 gas expansions and four min-onlys? Give the gas back to one pair of those min-onlys.)

Center expansions are almost NEVER meant to be easy to defend either.

The general rule of thumb is:
  • Main: 2-tile wide entrance, or a ramp.
  • Natural: ~7-tile wide entrance, or a widened ramp.
  • Min only: Exposed. Two wide entrances when not exposed.
  • Third gas: One narrow 2-tile wide entrance. Placed close to your own base behind a cliff, but very far away to access via ground.
  • Fourth gas: Two entrances, either two bridges, two ramps, or two passages. Placed far away from both bases.
  • Fifth gas: Exposed, typically placed near the center.

You should never have more than two min-only expansions for a two-player map. The only race that benefits from these expansions is Protoss. Some maps leave out min-onlys altogether.

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Post #11     Phobic Aug 22 2010, 10:12 pm

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My only concern is if there is enough room in corner the gas expos

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Post #12     UnholyUrine Aug 23 2010, 11:50 pm

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I like the final one. I think it's good.

Just change the name to something :P

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Post #13     HCM™DavidJCobb Aug 24 2010, 3:29 am

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Quote from UnholyUrine
I like the final one. I think it's good.

Just change the name to something :P
Would "Bloody Sand Dirtstained Orgy" work?

Seriously, though, that bridge blend is uber-clever. :)


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Post #14     UnholyUrine Aug 24 2010, 6:14 pm

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How about...
  • (2)TARsonis
  • (2)Desert Platform
  • (2)Desert Reach
  • (2)Dry Span
  • (2)Bridge Bonds
  • (2)Dry Bones
  • (2)Desert Divide
  • (2)Dry Junction
  • (2)Sand Reach
  • (2)Sand Junction
  • (2)Sand Shrew
  • (2)Spiral Sands
  • (2)Mirage
  • (2)Sand Storm

bleh

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Post #15     Dem0nS1ayer Aug 24 2010, 6:23 pm

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"(2)-Player Desert Map" is the best name for this.

KIND FUCKIN' REGARDS,

- DS
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Post #16     Phobic Aug 25 2010, 1:38 am

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dont worry so much about the name, when a good name hits me ill post it,
but for now im thinking Noasis, Seismic Rifts, or Active Zone

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Post #17     Dem0nS1ayer Aug 25 2010, 2:13 am

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Actually, your mineral lines could still use some work. The mains are fine, but the expos aren't too good.

KIND FUCKIN' REGARDS,

- DS
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Post #18     HCM™Aristocrat Aug 25 2010, 2:37 pm

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Quote from Dem0nS1ayer
Actually, your mineral lines could still use some work. The mains are fine, but the expos aren't too good.

If they mine equally on both sides, it shouldn't be a problem.

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Post #19     Phobic Aug 25 2010, 10:40 pm

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I think mineral lines that mine faster place more emphasis on expoing for minerals so it is really a feature of the map, you could try to make 4th gas expos mine minerals slow on purpose to
emphasis the gas over minerals, that being said you could purposefully make any expo mine slow to slightly define the gameplay on that map.

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