(2)Oasis
Dec 12 2009, 5:29 am
By: 13Stallion  

Dec 12 2009, 5:29 am 13Stallion Post #1





Well heres a 1v1 map that ive been working on recently. I have not started with placing doodads yet, I want to make sure the general concept for the map works first.

-6 stacked mineral fields with 0 on players ramp to main
-5 stacked psi distruptors
-not finished with doodads
-If you look closely you will notice a canopy just above the 3:00 and below the 9:00, Units can be hidden underneath the canopy, but are still hit with 100% accuracy(not sure if this is a good idea?)
-Updated, changed nat

-Let me know what you guys think about this map

Post has been edited 9 time(s), last time on Dec 16 2009, 4:03 am by 13Stallion.



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Dec 12 2009, 5:20 pm UnholyUrine Post #2



Conceptually, it's interesting... but it's really ugly.. lol



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Dec 13 2009, 1:16 am 13Stallion Post #3



Ok updated map, made a few changes to make it more aesthetically pleasing. Im still debating if 1 psi disruptor is enough for the 2nd ramp to the main, since it can be broken quite fast, maybe i should stack 3?



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Dec 13 2009, 4:42 am Vi3t-X Post #4



I find it hard to believe that the supposed oasis in the middle has no water. :P



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Dec 13 2009, 4:44 am 13Stallion Post #5



Quote from Vi3t-X
I find it hard to believe that the supposed oasis in the middle has no water. :P

Actually theres like a small Tropical Jacuzzi for the winner to bathe in :D



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Dec 13 2009, 4:50 am Vi3t-X Post #6



Also. Main is huuuuuuuuuuge and natural is ridiculously far away. :|



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Dec 13 2009, 4:54 am 13Stallion Post #7



Quote from Vi3t-X
Also. Main is huuuuuuuuuuge and natural is ridiculously far away. :|

hm excellent point, would you recommend switching the natural to the base that is blocked by the psi disruptor? that should work and I could then block/remove the current natural ramp since it is unrealistically far away



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Dec 13 2009, 12:37 pm Pr0nogo Post #8



There's too much of the 'mud' tile, and it's too open towards the middle. Your doodading isn't exactly stellar, either (doodad repetitiveness, for example).




Dec 13 2009, 1:57 pm Dem0n Post #9

ᕕ( ᐛ )ᕗ

Get rid of all the straight terrain. THERE'S NO SQUARES IN NATURE!



Memes gather, and now my watch begins. It shall not end until my death. I shall take no wife, hold no lands, father no children. I shall wear no crowns and win no glory. I shall live and die at my post. I am the sword in the darkness. I am the memer on the walls. I am the shield that guards the realms of memes. I pledge my life and honor to the Meme's Watch, for this meme and all the memes to come.

Dec 13 2009, 6:26 pm Marine Post #10



I've been told that the nats need to be pretty close to the ramp that leads to the main base so zerg can defend at the nat. The middle nat that leads out to the main seems like it should be closer to me, since the zerg would need unnecesary expansion to defend that choke point effectively. You should probably move the recources a little closer to the ramp leading out to the main.



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Dec 13 2009, 9:49 pm Excalibur Post #11

The sword and the faith

Quote from READ THE STICKIES
5. MINERAL FORMATIONS AND 'THE GAS ISSUE'
Mineral formations are very important to game play. No one wants their minerals placed in a way that has workers scrambling around the back of them trying to get at a blocked field. And no one wants fields to be further away than they have to be.
Example of good mineral placement:


The gas issue is something even the Koreans didn't get for awhile. Due to differences in how SC handles gas mining from different sides of a CC/Hatch/Nexus, the geyser placement became an issue of balance.
Example:

Your mineral formations are terrible.




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Dec 13 2009, 9:57 pm CecilSunkure Post #12



I'm thinking that terran is the only race that will ever actually use the two middle expos; you should probably make them easier to defend to give the players incentive to use them during late game, sort of like HeartBreak Ridge.



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Dec 14 2009, 1:21 am BeDazed Post #13



Oh yeah, while the gas issue becomes problematic if you place one side Good and the other side Bad, it becomes less problematic if both sides are 'bad' if you have issues with tankable gases.



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Dec 14 2009, 8:18 pm Super Duper Post #14



Why did you post this if you knew it was ugly in the first place?



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Dec 14 2009, 10:03 pm UnholyUrine Post #15



He didn't know.. I think it was because I said it was ugly.. lol, and then he changed it to say that it's ugly...

I think some dirt/mud/grass .. and high dirt/high grass patterns would do you a world of good, since bases are really open.
But hey, don't listen to me.. i don't do melee maps XD



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Dec 15 2009, 4:24 am AngerIsAGift Post #16



GO GO TWO HATCH MUTA THE NATURALS THEY'RE SO VULNERABLE PICK OFF SCVs, PICK THEM OFF!
Please enable room to defend the natural mineral line. Terran 2 Port Wraith and Zerg 2 Hatch Mutalisk is yay.

I think a revival of scout+shield battery use is in order.



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Dec 16 2009, 4:08 am 13Stallion Post #17



Quote from AngerIsAGift
GO GO TWO HATCH MUTA THE NATURALS THEY'RE SO VULNERABLE PICK OFF SCVs, PICK THEM OFF!
Please enable room to defend the natural mineral line. Terran 2 Port Wraith and Zerg 2 Hatch Mutalisk is yay.

I think a revival of scout+shield battery use is in order.

ok i fixed the nats.

YES! I would love to see scouts being used again, I just had an epic PvP game vs my friend starzerg where I did a scout contain on him lol. It was an island map so I basically sniped all his shuttles in any attempt of his to expo or reaver drop me, it was quite funny to see standard PvP tactics fail to scouts. Not to mention that scouts become EXTREMELY UBER once you get 12+ and upgraded speed. They basically pick off dragoons like nicely microed mutas will pop scvs.



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[10:10 am]
Moose -- martosss
martosss shouted: jjf28 OK, I have 1 more question - are you using 32 bit SC:R or 64 bit ? In game settings there's an option to switch to 32, is it checked? I just tried hosting the map with 64-bit SC:R and it failed... I ticked the option to use 32 bit SC:R => it worked and map was hosted. So I guess the issue still exists for 64 bit SC:R ? I also tried calling a friend and he couldn't see the map when he entered the lobby. Weird, I might have to report this to Blizzard?
IIRC, the plan was to go 64-bit only eventually so they're interested in differences between the versions
[05:27 am]
O)FaRTy1billion[MM] -- or a magic box :(
[03:31 am]
martosss -- FaRTy1billion
FaRTy1billion shouted: how about 5 minerals
you can't even get a scarab with those!
[03:26 am]
O)FaRTy1billion[MM] -- how about 5 minerals
[03:26 am]
O)FaRTy1billion[MM] -- Voyager7456
Voyager7456 shouted: I think the intention was that staff awards minerals for good posts and content but in practice I'm the only one that does it :P
and for that you should receive an award
[02:53 am]
martosss -- jjf28
jjf28 shouted: the map is playable on both 1.16.1 and SC:R, this would just be straight up unprotecting
OK, I have 1 more question - are you using 32 bit SC:R or 64 bit ? In game settings there's an option to switch to 32, is it checked? I just tried hosting the map with 64-bit SC:R and it failed... I ticked the option to use 32 bit SC:R => it worked and map was hosted. So I guess the issue still exists for 64 bit SC:R ? I also tried calling a friend and he couldn't see the map when he entered the lobby. Weird, I might have to report this to Blizzard?
[12:42 am]
Voyager7456 -- Glad I can entertain you Nude
[10:42 pm]
lil-Inferno -- ayy Moose add reactions to the shoutbox so I can react salt to the shout below this lmao
[09:51 pm]
NudeRaider -- Voyager7456
Voyager7456 shouted: lil-Inferno Once I finish moving I can actually play lmao
yeah, I too am laughing my ass off at this
[08:18 pm]
lil-Inferno -- I'm not gonna be able to play (on a weekend) for another month lmao
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