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Hecatonchires, Melee Map

Creator: Moon)SHieLD(
Time: Jun 19 2008, 9:23 pm

Post #1     Moon)SHieLD( Jun 19 2008, 9:23 pm

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I haven't made maps in a while so I made one really quickly (like 1 1/4 hour). Tell me what you think/what I need to work on.

Pic v.1.0: http://s248.photobucket.com/albums/gg186/JasonZhan123/?action=view&current=Hecatonchires.jpg
Pic v.1.1: http://s248.photobucket.com/albums/gg186/JasonZhan123/?action=view&current=Hecatonchiresv11.jpg

For v.1.1 You can't see it well, but there are solar array lines in those empty spaces near the edges in the middle.
Attachments:
scm file
Hecatonchires v1.1.scm (80.95 kb)
3 hits.
scx file
Hecatonchires.scx (80.11 kb)
7 hits.
This post was edited 2 times, last edit by Moon)SHieLD(: Jun 22 2008, 8:18 pm.
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Post #2     Oo.Dem0nS1ayer.oO Jun 22 2008, 1:32 pm

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Damn this is really good as far as from what I can tell! :) You should move the obs start locations into the middle though.
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Post #3     Excalibur[MM] Jun 22 2008, 2:12 pm

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Demon, if you dont know about melee, stay out of the kitchen. :P

Nat is bad for Z, T or P can run right past any sunks and so your forcing a 3 hatch which isnt very nice. Its too tight and linear in style and the sprites do nothing but tighten it up further.

Remove the sprites and make it so the nat hatch defends the main ramp. Instead of a bridge in the middle make it a wider area of solar array.

Also, gas issue. If one player has a gyser top or left of the start location and the other has it to the right or bottom, it creates an imbalance built into how SC works with gas mining, although unintentional, it still affects the game. Always try to place gysers at the top or left of the start location to ensure efficent and balanced 3 worker gas mining.

Edit: Did some rethinking. Keep only the sprites on the nat backdoors, still remove and wider solar array the middle bridge, however widen the bridges above and below it that currently have the single disruptor on them, and remove the disruptors.
This post was edited 1 time, last edit by Excalibur: Jun 22 2008, 2:18 pm.
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Post #4     [Vi3t-X]:] Jun 23 2008, 3:44 am

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Do left and right truly matter? I really only find that players who have slow access to minerals at the beginning of a game (Minerals north of start) may suffer. Left and right seems perfectly fine to me though...
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Post #5     Excalibur[MM] Jun 23 2008, 4:11 am

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Vi3t, please see
Quote
If you dont know about melee, stay out of the kitchen.

Edit: In response to 1.1:
Still a little tight and linear but that cant be helped due to the maps over-all layout. It should play decently, but 3rd gas is a little far for Z. Again, its just how the maps layed out.
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Post #6     Koltz Jun 23 2008, 1:05 pm

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i think you should make the third bases (with gas) smaller, move in the bridge with the map artifacts, and subsequently you can make the middle bigger
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Post #7     BeDazed Jun 23 2008, 8:14 pm

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You'd think the entire map would be fit for a power struggle.
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Post #8     yenku Jul 9 2008, 6:10 pm

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Still, nat needs to be closer for zerg's 2 hatch
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Post #9     Oo.Dem0nS1ayer.oO Jul 25 2008, 4:40 pm

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Ok well I didn't actually open the map and look at it. :<_<: I like the terrain though.
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Post #10     TZPCafe Sep 3 2008, 2:35 pm

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good map much like the map Zodiac and Zodiac is a damn good map so keep up the work
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