Staredit Network > Forums > SC1 Melee Map Projects > Topic: (2)The Hills Have Eyes
(2)The Hills Have Eyes
Dec 26 2009, 7:48 pm
By: Super Duper  

Dec 26 2009, 7:48 pm Super Duper Post #1





Attachments:
(2)The Hills Have Eyes.scx
Hits: 3 Size: 62.39kb

Post has been edited 4 time(s), last time on Dec 27 2009, 6:18 pm by Ciara.



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Dec 26 2009, 8:06 pm melnikov Post #2



i am not a good melee player but i think this map is good. and why there is empty platforms and temples?



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Dec 26 2009, 8:10 pm Super Duper Post #3



You haft to kill the temples and such to gain access to a certain section of the map. The platforms are there to make the game more interesting or for design.



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Dec 26 2009, 9:41 pm OlimarandLouie Post #4



Are the temples stacked upon eachother? If so, then how many?



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Dec 26 2009, 9:42 pm PoisonHunter Post #5



Overall I like the layout, only I think there are a few things that could be done to make it look even better.

I like the map being symmetrical, but I don't like how both the natural and expo closest to each player's starting point (not the expo that is blocked by the two temples) both have the minerals being in a straight line. I think a straight line for the expo is fine, but for the natural I think it would look better if you made the mineral line a little curved.

Also I think that the small patch of minerals blocking any person from attacking the temple that blocks the outside entrance to the blocked expo is sort of pointless. Just one too many obstacles to infiltrate through to attack.

My second statement is purely speculation, however. I haven't played it, so maybe it adds a cool twist. But those are the only two comments I have about this map, otherwise, I like the map layout and the 3 different cliff areas placed in the center of the map ^^ .



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Dec 26 2009, 11:41 pm Super Duper Post #6



The minerals are not in a straight line.



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Dec 26 2009, 11:43 pm Pr0nogo Post #7



Quote from name:Ciara
The minerals are not in a straight line.

They're in TWO straight lines! Wooh!

/s




Dec 26 2009, 11:44 pm Super Duper Post #8



:lol: You win.



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Dec 27 2009, 6:52 am AngerIsAGift Post #9



I wish those hills had a more interesting design than just flippin' squares. You all say yourself that straight terrain is bad but then you make hills squares because you overstress then need for the map to be open that you make silly looking hills.
You should change the shape of the hills so that they're more interesting, maybe go for a asymmetrical hill of some kind sometime?

The easy to take third (double ramp expo) makes this a completely Zerg favored map. It's not balanced.



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Dec 27 2009, 4:46 pm Marine Post #10



Quote from AngerIsAGift
I wish those hills had a more interesting design than just flippin' squares. You all say yourself that straight terrain is bad but then you make hills squares because you overstress then need for the map to be open that you make silly looking hills.
You should change the shape of the hills so that they're more interesting, maybe go for a asymmetrical hill of some kind sometime?

The easy to take third (double ramp expo) makes this a completely Zerg favored map. It's not balanced.
He has a good point, the hills are squares :hurr: which isn't good at all.
Also on the ramps, on only 3, 1 on each hill there is some kind of dark spot or something..? I think it's like a terrain scratch or something but it makes it look like the ramp doesn't connect properly. Maybe fix it? It also might block units from moving well on the ramp.



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Dec 27 2009, 6:26 pm Super Duper Post #11



Scrap'd



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Dec 27 2009, 6:52 pm Marine Post #12



but now it's a smiley face



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Dec 27 2009, 7:01 pm Pr0nogo Post #13



Quote from Marine
but now it's a smiley face

An improvement.




Dec 27 2009, 7:08 pm Super Duper Post #14



The smiley face was never meant for anything serious :rolleyes:



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Dec 28 2009, 4:29 am AngerIsAGift Post #15



What is with the high ground squares below the temples?



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Dec 28 2009, 4:54 am Super Duper Post #16



Quote from AngerIsAGift
What is with the high ground squares below the temples?
To prevent vision going beyond the temples so terrans can't harass with tanks without killing the temple



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Dec 28 2009, 5:29 am PoisonHunter Post #17



Quote
The minerals are not in a straight line

that's not what i meant -_-. I mean, it goes just up and down, it doesn't have a curve to it.



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Dec 28 2009, 1:48 pm OlimarandLouie Post #18



Quote from OlimarandLouie
Are the temples stacked upon eachother? If so, then how many?
I just love how I was totally ignored.

How many temples are there stacked upon eachother? Just one? How many!? :-_-:



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Dec 28 2009, 5:46 pm Marine Post #19



Quote from PoisonHunter
Quote
The minerals are not in a straight line

that's not what i meant -_-. I mean, it goes just up and down, it doesn't have a curve to it.
Minerals do look a little better with a slight curve to them. :hurr:
Do the smiley face things prevent unit movement? If so in anyway remove them, because they pretty much block the middle.
Also, for the high ground 'blocks' make them a two sided short ramp, so it's like going up then down, does the same thing as high ground blocks if you make it properly but it looks nicer.



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Dec 28 2009, 6:30 pm Super Duper Post #20



Quote from Marine
Quote from PoisonHunter
Quote
The minerals are not in a straight line

that's not what i meant -_-. I mean, it goes just up and down, it doesn't have a curve to it.
Minerals do look a little better with a slight curve to them. :hurr:
Do the smiley face things prevent unit movement? If so in anyway remove them, because they pretty much block the middle.
Also, for the high ground 'blocks' make them a two sided short ramp, so it's like going up then down, does the same thing as high ground blocks if you make it properly but it looks nicer.
The smiley faces dont block.
I already scrapped this map, it doesnt matter anymore.



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