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(2)Thousand Lakes, Map in progress, please critique

Creator: Phobic
Time: Aug 20 2010, 8:55 am

Post #1     Phobic Aug 20 2010, 8:55 am

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Burnin' that midnight oil you might say, well this map is a tribute to my favorite band, Amorphis

And heres the map:
scx file Thousand Lakes.scx (63.82 kb) -- 0 hits
This post was edited 2 times, last edit by Phobic: Aug 20 2010, 9:11 am.

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Post #2     Dem0n Aug 20 2010, 4:12 pm

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Put a 0 value mineral block in the inaccessible expos. Also, take the the gas away from the third expo and move it somewhere else.

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Post #3     HCM™Aristocrat Aug 20 2010, 5:00 pm

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Quote from Dem0nS1ayer
Also, take the the gas away from the third expo and move it somewhere else.

No, that gas is fine. Add a gas to the corner expansions.

Your main mineral formations are quite bad, try moving the far minerals inwards and the close minerals outwards (basically flipping it horizontally).

Your islands need to be blocked with a 8-mineral field so Terran can't float their CC there.

Also, Basilica is unbuildable by default; did you remember to replace the terrain with high flagstones?

Please fill up that water hole at the min-only expansions at the 3 and 6 o'clock positions.

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Post #4     Phobic Aug 20 2010, 5:09 pm

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Heh, I seem to enjoy the terraining part a hell of a lot more then the balancing, that backwards sunken ground ramp took me 30 minutes of joy and yea flagstones are there, i also found a crushed rock block that couldnt be built on but could be traversed without problem and implemented it like crevices.
Heres the edit.
(user posted image)

Heres the file.
scx file Thousand Lakes.scx (63.74 kb) -- 0 hits
This post was edited 1 time, last edit by Phobic: Aug 20 2010, 5:27 pm.

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Post #5     Phobic Aug 20 2010, 10:50 pm

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I recently had an idea about having a 2 geysers in the main and covering one up with a destructible non-repairable and non-creep-producing P-12 unit.
It's weird because I usually think P-12 buildings used in such a manner make a map seem sloppy.
Heres the file tell me what you think, I want to explore this idea throughly.
[attach=7377]

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Post #6     HCM™Aristocrat Aug 20 2010, 11:47 pm

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Players can still build on the geyser and mine from it, actually. Double gas mains usually have nearly doubled minerals and no natural, with both gas accessible at start.

Also that inverted ramp is ugly ;o

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Post #7     Phobic Aug 21 2010, 12:01 am

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Quote from HCM™Aristocrat
Players can still build on the geyser and mine from it, actually. Double gas mains usually have nearly doubled minerals and no natural, with both gas accessible at start.

Also that inverted ramp is ugly ;o

which, the top main, the top sunken expo, or both
I hope its not the sunken ground ramp, I tried really hard on that XD, and if you could show me a link to a possibly better ramp plz do.
This post was edited 1 time, last edit by Phobic: Aug 21 2010, 12:08 am.

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Post #8     HCM™Aristocrat Aug 21 2010, 12:16 am

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Quote from Phobic
Quote from HCM™Aristocrat
Players can still build on the geyser and mine from it, actually. Double gas mains usually have nearly doubled minerals and no natural, with both gas accessible at start.

Also that inverted ramp is ugly ;o

which, the top main, the top sunken expo, or both
I hope its not the sunken ground ramp, I tried really hard on that XD, and if you could show me a link to a possibly better ramp plz do.

It's the top main one in this pic :P .
(user posted image)

The ramp you have in the map you posted is good. Don't have to worry about that.

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Post #9     HCM™DavidJCobb Aug 21 2010, 12:21 am

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Not that I know anything about melee, but the honeycomb-like lattice-like raised elevation things are to block ground units without being "tankable", yes? I wonder if there's a way to fill all those holes with tiles that are unwalkable, but don't look unwalkable... Doodads or cliff edges may offer a solution.


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Post #10     Dem0n Aug 21 2010, 12:22 am

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Yeah, there are some crushed rock doodads that can block units.

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Post #11     Phobic Aug 22 2010, 9:23 am

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Made some terrain and natural mineral placement changes and I would like to hear more feedback on this map

As usual...file:
scx file Thousand Lakes (Obs).scx (65.24 kb) -- 0 hits

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Post #12     HCM™Aristocrat Aug 22 2010, 1:27 pm

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Your inverted ramp is ugly again :massimo:

Use the top main ramp in this picture:
(user posted image)

Also middle expansions are blocked with a water hole, fix that too :P .

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Post #13     Dem0n Aug 22 2010, 4:17 pm

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I'm pretty sure that's mud, not water.

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Post #14     Phobic Aug 22 2010, 9:41 pm

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Quote from HCM™Aristocrat
Your inverted ramp is ugly again :massimo:

Use the top main ramp in this picture:
(user posted image)

Also middle expansions are blocked with a water hole, fix that too :P .
I had used that ramp and unit flow was poor on it so i might just blend my own

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Post #15     Phobic Aug 24 2010, 4:59 am

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Added a custom ramp and removed the ugly dirt rivets in lake
For closer look at ramp:
scx file Thousand Lakes (Obs).scx (63.53 kb) -- 2 hits

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