Ok guys this is my first melee map ever so don't go too hard on me.
I've read through all the guides on here and this is the result.
http://i210.photobucket.com/albums/bb187/urmom599/Salaria1.jpghttp://www.staredit.net/files/576/Anyways, me and my friends aren't good enough to find any problems in this map. This is my first map so I'm not expecting it to be great but instead learn to make better ones so anything you point out would be really helpful.
Also, I haven't added any doodads yet. I was going to add them in a later version (although I like it plain) because I figure the terrain will change as I alter it to fit your suggestions.
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It looks like a fun map to play. Of course people will argue about the imbalances. The reason being that people can tank the top route, which is the shortest, w/ tank & floating building. This is even though it is symmetrical. I Can't tell if there is enough room in those holes to place a sieged cannon? If there is this is a serious balancing issue. Also, the fact that a Command Center can be floated to the 12 expo is one as well. It might be difficult for a terran/protoss player because there isn't room behind the cannons. This means that a zerg player can muta rush you, and would likely. The reason behind there is no short route for rush, so they would probably tech b/c of this. The 3 Mineral expo would probably not be worth building a command center/nexus/hatchery for unless it has more than 3000 minerals??? Visually, the terrain looks nice.
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Too tight, mains too small, bad mineral amounts, no mins have room behind them for turrets to stop harass, layout seems very unusable, expo layout doesn't really work either. I have no idea what to do with it, but IMO not salvageable.
Usual main minerals: 9-11 (1 gas or double with gasless nat)
Usual natural minerals: 7-8 (1 gas or none if double gas main)
Usual minonly minerals: 6 (No gas.)
Usual other expo minerals: 7-8 (1 gas.)
It looks like a fun map to play. Of course people will argue about the imbalances. The reason being that people can tank the top route, which is the shortest, w/ tank & floating building. This is even though it is symmetrical. I Can't tell if there is enough room in those holes to place a sieged cannon? If there is this is a serious balancing issue. Also, the fact that a Command Center can be floated to the 12 expo is one as well. It might be difficult for a terran/protoss player because there isn't room behind the cannons. This means that a zerg player can muta rush you, and would likely. The reason behind there is no short route for rush, so they would probably tech b/c of this. The 3 Mineral expo would probably not be worth building a command center/nexus/hatchery for unless it has more than 3000 minerals??? Visually, the terrain looks nice.
I found two holes that were able to fit tanks in but they were in unimportant areas (they wouldn't have been able to hit anything) but I'll fix that anyways. And you are saying that I should add a little room behind the minerals to build turrets to fight off muta rushes? Also, I was thinking off putting the ramp off the main closer to the middle of the base so that rushes would be quicker but I'm not sure about that.
Too tight, mains too small, bad mineral amounts, no mins have room behind them for turrets to stop harass, layout seems very unusable, expo layout doesn't really work either. I have no idea what to do with it, but IMO not salvageable.
Usual main minerals: 9-11 (1 gas or double with gasless nat)
Usual natural minerals: 7-8 (1 gas or none if double gas main)
Usual minonly minerals: 6 (No gas.)
Usual other expo minerals: 7-8 (1 gas.)
I made the main small on purpose to encourage expanding, but I can add a bit more room to each base anyways. Same thing for minerals. I was trying to break free of the typical start in the corner melee map which is why the bases are more towards the middle of the map.
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Urmom, until you learn how to make a properly balanced basic melee, you shouldnt be trying to "break free of" or do new things. Id rather you could do a basic 4p balanced map than a 2p no decent player would consider. Its like trying to make a revolutionary UMS as your first map. You just dont do it. You do a bound or a defense,
then you try the more complex trigg systems.
This just looks like a copy of paranoid android. Wassup?
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The overview of the map looks... "wrong". Other then that, like Dazed said, very similar to Paranoid Android.
But hey, its your first Melee, *Salutes Urmom* yay...
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Never played that before so I'll have to check it out. I'll upload a new version which adds some space to the mains and some space behind the mineral patches for turrets as well as more minerals. And maybe you're right that I should be less ambitious for my first few maps, I was just personally tired of seeing all the starting in the corner maps (not that those are bad, just wanted to mix it up
). Like you said, it is sort of narrow (the top part at least) which give Terran an advantage, I'll have to look into avoiding that in any future maps. Terran is hard to balance for.
Also, idk if any of you have played Mass Effect but I thought the middle terrain ended up looking like a Salarian which is how I got the map name.
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Dude... its a freaking penis... omg.
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LOOOOOOOOOOOOOOOL <_< Devilesk owns.
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This just looks like a copy of paranoid android. Wassup?
this map looks absolutely nothing like paranoid android.. have u even seen paranoid android
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urmom(u) there no such thing as a "muta rush"
2 hatch or 3 hatch mutal spire is a very common build in zvp/zvt/zvz
mabey if u mean 1 hatch mutalisk/spire but that would just be stupid.
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