(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!




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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[10:04 pm]
Suicidal Insanity -- Oh_Man
Oh_Man shouted: Couldn't you redefine all the tiles from the other tilesets to be read as part of just one tileset instead of multiple perhaps
In SC:R - yes you can. In normal SC: no, cause many tilesets use colors unavailable in others
[02:00 pm]
NudeRaider -- You are undead, why wouldn't you and your creations (GPTP) exist as (in) graves? I don't get why this needs fixing.
[01:58 pm]
UndeadStar -- I don't know in how many people imagination me and/or my GPTP existed as graves, but this will finally be fixed now that I've made the online code available
[10:26 am]
NudeRaider -- I can't say but it sounds plausible. You'd still have the problem with the palette.
[10:25 am]
Oh_Man -- it's not like the pixels themselves are inherit to one tileset or another.
[10:24 am]
Oh_Man -- Couldn't you redefine all the tiles from the other tilesets to be read as part of just one tileset instead of multiple perhaps
[10:16 am]
NudeRaider -- *make new tiles
[10:15 am]
NudeRaider -- The map structure only ever recognizes one tileset at a time. So you'd have to define your own map format then make an .exe that can load such files. I don't think it's ever been done; it sounds like a lot of work. What's commonly done with modding is creating a new tileset. Then you decide which tiles go in there. You can also make new ones. You will probably also have to create a new palette as the different tilesets share only part of their colors. Finally entering speculation territory you could maybe use EUDs to dynamically change the graphics of certain tiles. Not sure if it's possible, but if it is, you better make a topic for it.
[04:11 am]
O)FaRTy1billion[MM] -- no, that's not a thing you can do without modding the game
[03:56 am]
youarenotworthy -- I forget, did starforge ever allow you to mix tilesets?
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