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(8)Tribal Confusion, !
Creator: Moon)SHieLD(
Time: Feb 21 2008, 1:15 am
 Moon)SHieLD( Feb 21 2008, 1:15 am Post #1
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Pic: (Not sure if it works for others)
file://localhost/C:/Starcraft/maps/ICCup_Maps_Season_3_OBS/(8)tribal%20confusion[1].jpg

8 Player Jungle Map 128x128
Attachments:
scm file
(8)Tribal Confusion.scm (103.49 kb)
13 hits.
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 who Feb 21 2008, 3:19 am Post #2
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someone09
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You have to host the pic on an image hosting site, like imageshack or photobucket...

( user posted image )


The mains are way too small imo, but I guess you don't have much space with 8 players. All those doodads around the map (and how the geyser gets in the way of movement) will make it hard for players to navigate around the map, unless that was your intention. It makes the map more tight though, which gives terran an advantage. You don't need a P12 start location. The map is pretty cool though.

Since the ramp leads into the nat, and the geyser is below it, you may get some pathing problems. You also have the gas issue (if geyser is on top or left, it needs 3 workers, if it is on right or bottom, it needs 4)
This post was edited 2 times, last edit by someone09: Feb 21 2008, 2:35 pm.
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(user posted image)
 friedleaves[RWBM] Feb 21 2008, 9:49 pm Post #3
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Heh, first time in a long time I saw you post anything.

Pretty cool map, reminds me a lot of Python, with the min only in between mains and the expo behind. But yeah, basically what someone09 said is it. Also, I noticed that your terrain deco was mirrored.

This map would look great for a FFA.
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 Deathman101 Feb 24 2008, 12:20 pm Post #4
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Major General
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The Mirroring actually compliments this one. Looks good moon, maybe I'll force it on Mod Night some time.
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(user posted image)
 BeDazed Feb 24 2008, 2:57 pm Post #5
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It actually fits the name while at the same time being good too. Landmark of SEN's melee map topic.
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(user posted image)
 Excalibur[MM] May 12 2008, 9:01 am Post #6
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llllllllllllllllllll
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Main/Nats need to be redone. Having two mains go to the same nat is not a good idea if you have the full 8p on this map. If you alternate which side of the main the ramp is on, this map will be 5x better.
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Looking for D2/LoD Keys. ):
aToMiCaL77 Torrents: Because when you need it, you need it. ;)

But then, I realized that maybe, the world didnt end so many hours ago.
And maybe I can fly.
Maybe you can too.
 Freindship May 14 2008, 5:27 am Post #7
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1. This map is way to tight to be a 2:2 Map the ramps actually face each other; Keep in mind that player spawn zones are random so its not like theres a 100% Chance of one team on top and other on bottom

2. There is WAY To many doodad's in the middle And the bridiges are to big. So basically this map is too hard for TvZ. TvT, And TvP, This map favours terran porly

3. Overall; 7/10
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 BeDazed May 15 2008, 11:44 am Post #8
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Aside from the ramps siding each other, and that they are close... theres no need to fuss. The only thing you'd need to worry about is that Terran gets the most advantage from that. (Note that, any Zerg that would 5 pool rush a Terran, will not only get their Zerglings killed by SCVs, but also your main base by SCVs.)
How is this map too hard for TvZ, TvT, and TvP? I don't get you. TvT is a mirror battle, how does map matter? The map has chokes, many gas. The map is also large enough, so that vultures could lay mines anywhere randomly allowing Protoss to have overmassed observers, or be killed by the mines. This is an advantage for Terran. Vultures are cheap, and meant to be suicided (as either a fodder or in a guerilla attack) Theres so much gas that, it isn't impossible to go 10 fact straight. For TvZ, although this map is actually more advantageous to Zerg, Terran can still win through cheese tactics.
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 Oo.Dem0nS1ayer.oO Jun 17 2008, 4:30 pm Post #9
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I pwn nubs like you.
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NOT ENOUGH MINERALS!!! Only 12 expos for 8 players?! That's not very good...
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