Staredit Network > Forums > SC1 Melee Map Projects > Topic: (2)One-Way War
(2)One-Way War
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Feb 15 2009, 7:34 pm
By: Lord Malvanis  

Feb 15 2009, 7:34 pm Lord Malvanis Post #1



Map Information

Name: One-Way War
Description: A One-Way ticket to war
Players: 2
Tileset: Space Platform
Map Dimensions: 128x128

Map Image



Other

Please take note that this is my first ever melee map, I have read the guide and did my best on everything.

Please remember!

Quote
When commenting on a melee map, it is important to ask yourself a few things:

1. Do I know what I am talking about?
-If you have no idea how to make a balanced melee yourself, you really don't have much business trying to tell someone else how to do it. Rather than give bad advice that will only hurt, it's better to be silent and let someone else do the job. If you aren't sure, say so, not everyone's an expert, but if you aren't, do not claim to be.


2. Can the map be improved?
-There are very off chances where a map has been made with a lot of time and care, and is totally fine. There are also times where a map's concept is so bad, or completely lacks a concept, where there is nothing that can be done with it. It is in those cases that you get simple comments of what's wrong with the map, and no details on improvement, because it isn't worth the effort. Some maps can be saved, some can't, and some don't need it at all.


3. Is my comment clear?
-It is always a good idea to make your comment in a clear and understandable manner. Using proper punctuation and grammar should help immensely. Unreadable advice isn't all that helpful.

Killer_Kow adds:

4. IS MY COMMENT CONSTRUCTIVE AND POSITIVE?
I'm sick of seeing flaming and trolling based on the quality of someone's map. If you haven't got anything nice to say, don't say it at all.


Attachments:
(2)One-Way War.scm
Hits: 3 Size: 51.75kb



None.

Feb 15 2009, 7:48 pm Centreri Post #2

Relatively ancient and inactive

Don't the choke points favor terran?



None.

Feb 15 2009, 7:52 pm Excalibur Post #3

The sword and the faith

Map is TOO TIGHT and TOO LINEAR and you wasted WAY TOO MUCH SPACE.

The map does not have a concept, therefore it cannot be improved until you develop one.

Can YOU please remember
Quote
2. Can the map be improved?
-There are very off chances where a map has been made with a lot of time and care, and is totally fine. There are also times where a map's concept is so bad, or completely lacks a concept, where there is nothing that can be done with it. It is in those cases that you get simple comments of what's wrong with the map, and no details on improvement, because it isn't worth the effort. Some maps can be saved, some can't, and some don't need it at all.





SEN Global Moderator and Resident Zealot
-------------------------
The sword and the faith.

:ex:
Sector 12
My stream, live PC building and tech discussion.

Feb 15 2009, 8:18 pm Lord Malvanis Post #4



If I added some islands, a second route to the base, and some more doodads, would it be better at all? I'd really like to make a successful melee map.



None.

Feb 15 2009, 8:29 pm Excalibur Post #5

The sword and the faith

Even then, bridges are too narrow naturally and are not to be used for base/nat chokes unless under special circumstances AND extended in width. Further, you must use ALL space on the map, because if you're not using it, you might as well shrink the map dimensions. 128x128 on a (2) is a hard thing to do. It requires multiple paths, gameplay elements, and extra balancing, you're making things harder than they have to be. Try a 96x96 (2) map. Get a good main->nat->minonly->3rdgas->island setup going. Stick to basic until you know what you're doing.




SEN Global Moderator and Resident Zealot
-------------------------
The sword and the faith.

:ex:
Sector 12
My stream, live PC building and tech discussion.

Feb 15 2009, 10:07 pm Lord Malvanis Post #6



Ok, I'll try that. Thanks Excalibur



None.

Feb 16 2009, 2:55 am Centreri Post #7

Relatively ancient and inactive

It would actually be interesting to essentially flip what you have there horizontally (which would make it four-player). A few changes like less choke points and all that would be necessary, but it'd certainly spice the map up.



None.

Feb 16 2009, 6:52 pm Lord Malvanis Post #8



What if I took all the minerals and geysers off the middle expo, copied the first two expos and middle, resized map, and made it a four player? How would that be?



None.

Feb 16 2009, 9:40 pm Excalibur Post #9

The sword and the faith

Quote from Lord Malvanis
What if I took all the minerals and geysers off the middle expo, copied the first two expos and middle, resized map, and made it a four player? How would that be?
It would still be too tight, too linear, and use too many bridges where they aren't supposed to be used. Maps that use straight paths are no-nos. You want them curved, and you want multiple alternatives.




SEN Global Moderator and Resident Zealot
-------------------------
The sword and the faith.

:ex:
Sector 12
My stream, live PC building and tech discussion.

Feb 16 2009, 9:51 pm Lord Malvanis Post #10



Alright I'll start over and try a more non-linear style. I want to thank everyone for not flaming me and telling me to just stop, and instead telling me ways to make a better map.

Please Close, Topic has served its purpose.




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