(6) Snowflake Sandwich, A 3vs3 player map where allies spawn together UMS
Post #1 Cardinalallin Feb 2 2012, 4:26 pm
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(6)Snowflake Sandwich
A 3vs3 player map where allies spawn together under Use Map Settings. Features 1.Defeat screen only when you and your allies have all died. 2. Map is greyed out at the start of the game rather than blacked out, so the layout of bases and terrain is visible. 3. Each team has a Watch Tower. If a unit is on its own Watch Tower, the whole team gains vision of the adjacent ramp. Players cannot operate the enemy Watch Tower, only your own Tower can be used. The vision granted does not detect cloaked units. 4.Slots for two observers. Changelog 2nd February 2012 Version 1.0 Snowflake Sandwich 4th February 2012 Version 2.0 Snowflake Sandwich -Closed bottom path -Rearranged mains -Widended centre and paths -Rearranged 3rds and added neutral expansions 9th February 2012 Version 2.2 Snowflake Sandwich -Added Watch Towers -Centre Hill is unbuildable 7th March 2012 Version 3.0 Snowflake Sandwich -Centre Hill reduced -Centre Ramps added -Larger Watch Tower Ramps added -Entance to mains altered -Larger and rearranged mains -Larger bridges -More buildable space at expansions ![]() Link to Video Download (6)Snowflake Sandwich from this page Link to thread on teamliquid Setting The Mood Cargo is uniformly distributed in bays, for this space platform is a storage vessel of the Magnus 6M class. Its modular design allows the Terran Confederacy to use the ship for a range of assignments, increasing or decreasing the capacity as needed. In its largest configuration, the Magnus chassis is nearly as large as the standard Super Tankers employed on many human mining operations in the galaxy. This impressive scale has lead to the 6M model gaining the nickname 'Supermeaty Man' even when only being used as a small inter-lunar transport. http://starcraft.wikia.com/wiki/Cargo_ship What happened to Sally? http://starcraft.wikia.com/wiki/Sally This post was edited 10 times, last edit by Cardinalallin: Apr 14 2012, 11:36 pm. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #2
Biophysicist
Feb 2 2012, 11:51 pm
Post #3
UnholyUrine
Feb 3 2012, 9:25 pm
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I choose you!.. um.. if that's alright with you...
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Brace yourself, because I'm about to go Excalibur on your ass
Mineral formation is a minor issue for this map, because the biggest problem is that there simply isn't a good concept. As a 3v3 map, Zerg rush will pwn everything, since the bases are all shared, extremely close, and have multiple entrances. It is aesthetically ugly, and the symmetry looks awkward. Lastly, the top four bases seem completely unnecessary. Cut the map down a bit and make some island bases instead. |
Post #4 Cardinalallin Feb 4 2012, 11:04 pm
Post #5
UnholyUrine
Feb 6 2012, 6:44 pm
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I choose you!.. um.. if that's alright with you...
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Looks much better now!
Good stuff! You ought to leave the original version's pic up so people can see the improvements It might be a bit tight for the 2nd player (blue/orange). If the third player was zerg, they may not have a lot of place to build. Other things you COULD do, but purely for experimentation - The middle has two paths, one low ground one high ground. Most people will rush low ground or defend the high ground. It might be better to make the low ground part tighter to give the advantage of high ground. - You can also place destructible buildings to block the bottom path, altho I don't think it'd affect it that much, cause the high ground path is really close. - You can do the same for the bases at the top, like put destructible buildings either on the bridges leading to it or @ the place where CC/Nexus/Hatchery would be built. With that, you could make taking the top bases a bit more advantageous (like tightening the ramps and such) But i think the map is pretty good already. This post was edited 1 time, last edit by UnholyUrine: Feb 6 2012, 6:50 pm. |
Post #6 Cardinalallin Feb 9 2012, 11:46 am
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I have uploaded Version 2.2 now.
@UnholyUrine: Thanks. Also, your advice is great and appreciated lots. So far, the mains have proved to feel spacious enough for the middle player, but I will keep an eye on this. The lower path is quite tight already I feel, remember 6 armies not 2, so I am cautious to change this yet. I want to keep the map pretty simple, and have decided not to include neutral buildings just for cleanliness. Also, now with working Watch Towers, I dont want to be accused of pushing SC2 by having 'rocks' as well hahaha. @Biophysicist: Thankyou for the help with the triggers. I now have working Watch Towers. Each team has a Watch Tower. If a unit is on its own Watch Tower, the whole team gains vision of the adjacent ramp. Players cannot operate the enemy Watch Tower, only your own one can be used. The vision granted does not detect cloaked units. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #7 Cardinalallin Mar 7 2012, 8:12 pm
Post #8
UnholyUrine
Mar 7 2012, 8:24 pm
Post #9 Cardinalallin Apr 2 2012, 1:45 pm
Post #11 Cardinalallin Apr 7 2012, 6:14 pm
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