Staredit Network > Forums > SC1 Melee Map Projects > Topic: (2)Back Track
(2)Back Track
Aug 26 2010, 6:09 pm
By: Phobic  

Aug 26 2010, 6:09 pm Phobic Post #1




The idea was to purposly try to favor each race in certain ways and to unfavor each race in certain ways



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Aug 26 2010, 8:37 pm UnholyUrine Post #2



I'm not sure about the 2 base naturals.

I like the rest... add some doodads



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Aug 26 2010, 8:43 pm Dem0n Post #3

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Those middle expos have way too many minerals. You only need 7-8 minerals for the expos. Also, the other expos that are sort of in the middle should have some turret space behind the minerals.




Aug 27 2010, 12:07 am Phobic Post #4



Quote from name:Dem0nS1ayer
Those middle expos have way too many minerals. You only need 7-8 minerals for the expos. Also, the other expos that are sort of in the middle should have some turret space behind the minerals.
The middle expos have a high traffic high dirt area right behind them and 2 high traffic bridge areas to the sides so I wanted to really make the middle expos worth the risk



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Aug 27 2010, 4:11 am DavidJCobb Post #5



Any particular reason you've placed 12 Start Locations when only 8 players are supported in a SC match?



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Aug 27 2010, 11:15 am Phobic Post #6



Quote from DavidJCobb
Any particular reason you've placed 12 Start Locations when only 8 players are supported in a SC match?
Oh yea that was to make the expos, i just never removed the extra ones.



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Aug 27 2010, 5:21 pm Dem0n Post #7

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Terran will be able to turtle forever since they have access to three mineral fields while only having to build 1 wall. Also, tanks will rape on the raised jungle and high dirt around the chokes.




Aug 27 2010, 7:37 pm Phobic Post #8



Quote from name:Dem0nS1ayer
Terran will be able to turtle forever since they have access to three mineral fields while only having to build 1 wall. Also, tanks will rape on the raised jungle and high dirt around the chokes.
Yes tanks will be effective but there is a lot of flanking room



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Aug 27 2010, 9:36 pm Dem0n Post #9

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But you can't flank their main if they wall themselves in. With 3 bases, they won't have to expand any further until very late game. Or, since their main would be so well defended, they could expand easily without having to worry about their original base.




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[04:56 pm]
RdeRenato -- If someone can help me, it will make me very happy xd
[04:55 pm]
RdeRenato -- they are right. I don't know how to describe my level but it is difficult for two things: 1. crazy enemies 2. multiple defensive points
[2020-3-31. : 11:01 am]
Sie_Sayoka -- both because of low skill and population on west
[2020-3-31. : 11:01 am]
Sie_Sayoka -- tbh a lot of the korean maps are impossible to play with pubs
[2020-3-31. : 5:14 am]
jjf28 -- forcing players to be quicker means they'll have to multi-task more/up the APMs and use less safe approaches or have gotten the approaches down to an art so they can perform them quickly without much time to think
[2020-3-31. : 5:10 am]
jjf28 -- I'd say best way to increase difficulty is to make the enemy units behave smarter, followed by forcing humans to move quicker (timers, or some mechanism forcing them forward), followed by beefing numbers/stats
[2020-3-31. : 3:39 am]
jjf28 -- a huge part of special forces is game knowledge, mapping out the spawn timings, what triggers different traps, what units combine into others, they're definitely not intended to be friendly games
[2020-3-30. : 11:07 pm]
lil-Inferno -- RdeRenato
RdeRenato shouted: people, how do you do to verify a super difficult level if you play bad? :(
get someone better than you to play it
[2020-3-30. : 10:16 pm]
MTiger156 -- Sadly, I've often seen the exact opposite happen. "Special Forces" maps typically try to kill the entire team within the first 60 seconds... try to stay away from that approach.
[2020-3-30. : 10:05 pm]
MTiger156 -- ahh... philosophy of Difficulty. There is no single answer for "how much is enough?". That should be left to the players, thus I highly recommend multiple Difficulty Modes for PvE maps.
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