hi,everbody.
i am from china,my english is poor.
So i could only show the map.
if anyone konw chinese to english ,help me,plz.
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Post has been edited 1 time(s), last time on Aug 28 2009, 7:52 pm by Merrell.
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I dont like how you spammed rocks everywhere. You need to fix the position of some vespene geysers. Top and left are good, bottum and right are bad. Remove the player 12 buildings. They dont make your map look cool.
The big ramps need to be smaller, so you have a significant choke.
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I dont like how you spammed rocks everywhere. You need to fix the position of some vespene geysers. Top and left are good, bottum and right are bad. Remove the player 12 buildings. They dont make your map look cool.
The big ramps need to be smaller, so you have a significant choke.
The only valid point you made is the vespene geysers. The rocks are there for a reason - so are the player 12 buildings. Map making is about balance, not 'looking cool'.
The rocks could be a nuisance to some players. What if your strategy is building outside the persons base? Believe me, I have played with people who have done this.
Having a valid chokepoint would also make zerg players feel more secure. I also do not see the purpose of the generators. The assimilators, I can understand.
And you just said it yourself, map making IS about balance. So why would the p12 generators be there?
You should at least construct what your trying to say, and give an effort to elaborate what your point is.
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So why would the p12 generators be there?
P12 Assimilators are there because they are less blocky than Vespeyne Geysers. A player can destroy them to seal those paths off.
P12 generators are there for purposes of walling.
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The rocks could be a nuisance to some players. What if your strategy is building outside the persons base? Believe me, I have played with people who have done this.
Having a valid chokepoint would also make zerg players feel more secure. I also do not see the purpose of the generators. The assimilators, I can understand.
And you just said it yourself, map making IS about balance. So why would the p12 generators be there?
You should at least construct what your trying to say, and give an effort to elaborate what your point is.
What the fuck kind of strategy involves you building a build in the middle of the map? There's enough room around all the expos to build enough buildings. If you knew anything about melee mapping, you'd know that the p12 buildings act as blocks so that they player has to either go around them or destroy them. What big ramps are you talking about? The ones at the expos? You're not supposed to have small ramps at all the expos. That would make it impossible to attack the opponent then. Learn how to make melee maps before you write pointless posts.
Quote from name:Dem0nS1ayer
The rocks could be a nuisance to some players. What if your strategy is building outside the persons base? Believe me, I have played with people who have done this.
Having a valid chokepoint would also make zerg players feel more secure. I also do not see the purpose of the generators. The assimilators, I can understand.
And you just said it yourself, map making IS about balance. So why would the p12 generators be there?
You should at least construct what your trying to say, and give an effort to elaborate what your point is.
What the fuck kind of strategy involves you building a build in the middle of the map? There's enough room around all the expos to build enough buildings. If you knew anything about melee mapping, you'd know that the p12 buildings act as blocks so that they player has to either go around them or destroy them. What big ramps are you talking about? The ones at the expos? You're not supposed to have small ramps at all the expos. That would make it impossible to attack the opponent then. Learn how to make melee maps before you write pointless posts.
Believe you me, I have played melee games and have seen people win the game by building a base right outside the enemys base.
In this case, that is impossible due to rocks. Also, you COULD build it near the expo, where there are no rocks, but then it would be too close to the ramp and revealing. I am not saying it is such a big deal that the rocks are there, its just that he should extend the rocks out further.
Also, the player 12 buildings are pointless, because, if you look at the generators, you can see that there is enough space to fit units through.
And the big ramps that he has made makes the zerg player feel insecure. A zerg player needs small chokes at any expo/base.
I addressed everything at your post, the rest is just attacking my previous post.
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The rocks could be a nuisance to some players. What if your strategy is building outside the persons base? Believe me, I have played with people who have done this.
Having a valid chokepoint would also make zerg players feel more secure. I also do not see the purpose of the generators. The assimilators, I can understand.
Just because you played against random noobies on USEast or whatever doesn't mean they - or you - know anything about melee balance. Modern maps are designed so a T player cannot contain that easily; if the rocks weren't there it would be imbalanced. Wide chokepoints on expansions outside of the player's natural are perfectly acceptable. The third gas expansion on Desti has a huge ramp leading up to it. Many popular maps contain expos with no choke at all.
And you just said it yourself, map making IS about balance. So why would the p12 generators be there?
The generators create a destroyable choke; this is used in a number of maps. The fact that you don't know what they're for further drives home the fact that you clearly know very little about melee.
You should at least construct what your trying to say, and give an effort to elaborate what your point is.
Kind of like you never did in your first post in this topic? You just said a bunch of random shit that didn't make sense and tried to pass it off for advice without backing it up. Hypocrite.
Well im done arguing with you, as you obviously will not move stances. I can go on and on, but neither of us will not move stances.
Anyways, the map is good, it has a potential and is very fun - by the looks of it.
Honestly, id play this over Python any day. Ill do you a favor and host it on US West.
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Pfft. This is what you should be hosting:
Day-yum!
Where were you 5 mins ago?
Did you make that?
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I love coming in here and illustrating that in the world of Melee, SEN is StarEdit, and BWMN is SCMDraft.