Staredit Network > Forums > SC1 Melee Map Projects > Topic: (2)Whisper Creek
(2)Whisper Creek
Dec 29 2009, 4:07 pm
By: Super Duper  

Dec 29 2009, 4:07 pm Super Duper Post #1





I dont like the thirds. Tell me if they are fine as they are or if I should make them less open.

The ursadon in the middle is named Fluffy :lol:

EDIT: On the top player's main, on the ramp, I know it looks like I didnt set that one mineral field to 0. I did, I just dont know why its displyaing in the image O.o

Update Log:
Added Anti-CC minerals to the bottum right and top left expansions
Moved the Anti-CC minerals back so workers cant right click on them and bypass the eggs
Redecorated
Added Rocky Ground rectangular terrain

Credit to the Brush Project for making me those awesome water trees. Much appreciated.

Post has been edited 15 time(s), last time on Dec 30 2009, 12:54 am by Ciara.



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Dec 29 2009, 4:19 pm BeDazed Post #2



It's most likely too closed due to the map size.
I also find that since nat to main entrance distance is quite large, they will have quite a hard time defending their bases.
Why is it called the Whisper Creek?



None.

Dec 29 2009, 4:26 pm Super Duper Post #3



Quote from BeDazed
It's most likely too closed due to the map size.
I also find that since nat to main entrance distance is quite large, they will have quite a hard time defending their bases.
Why is it called the Whisper Creek?
I guess the nat to main entrance is a bit large, but I will have a hard time fixing that.
Before I planned to have a big river in the middle of the map, but it looked stupid just being there, so I replaced it with the temple.

Also, the thing I was missing was the rectangular rocky ground.

EDIT: Also, I just realized the mains look like Africa.

EDIT EDIT: Also, Im saying also a lot.

Post has been edited 1 time(s), last time on Dec 29 2009, 6:17 pm by Ciara.



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Dec 29 2009, 4:50 pm Pr0nogo Post #4



I don't see any concept here.




Dec 29 2009, 5:01 pm Dem0n Post #5

ᕕ( ᐛ )ᕗ

Really? 'Cause I sure do. Notice the zerg eggs and mineral blocks? They block the ramps, the eggs blocking completely and the minerals blocking only part of it. You have to kill the eggs to access that expo (unless your terran, in which case you can float a CC), and you can mine the mineral blocks in enlarge your choke.

Speaking of terran floating a CC to that expo, maybe you should add more rocky ground with a mineral block so that they can't float it there?



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Dec 29 2009, 5:02 pm Super Duper Post #6



Quote from name:Dem0nS1ayer
Really? 'Cause I sure do. Notice the zerg eggs and mineral blocks? They block the ramps, the eggs blocking completely and the minerals blocking only part of it. You have to kill the eggs to access that expo (unless your terran, in which case you can float a CC), and you can mine the mineral blocks in enlarge your choke.

Speaking of terran floating a CC to that expo, maybe you should add more rocky ground with a mineral block so that they can't float it there?
Completely forgot about CC float. Im fixing that now.

Fix'd



None.

Dec 29 2009, 5:46 pm Symmetry Post #7

Dungeon Master

You can right click on the anti-cc minerals to bypass the eggs with a worker. Is this intentional?



:voy: :jaff: :voy: :jaff:

Dec 29 2009, 5:49 pm Super Duper Post #8



No. Fixing.

Fix'd

Post has been edited 1 time(s), last time on Dec 29 2009, 6:15 pm by Ciara.



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Dec 29 2009, 6:20 pm OlimarandLouie Post #9



Quote from name:Pronogo
I don't see any concept here.
Which shows how much you know.

Excellent map, a question though, The small bit of land next to the main's ramps that looks unreachable, I think it might be tankable... I'm not sure, as I have not played the map yet, I'm just curious as to whether it can be abused or not.



None.

Dec 29 2009, 6:21 pm Super Duper Post #10



Quote from OlimarandLouie
Quote from name:Pronogo
I don't see any concept here.
Which shows how much you know.

Excellent map, a question though, The small bit of land next to the main's ramps that looks unreachable, I think it might be tankable... I'm not sure, as I have not played the map yet, I'm just curious as to whether it can be abused or not.
Yeah I fixed that. Its just not in the pic :)



None.

Dec 29 2009, 6:29 pm Marine Post #11



Quote from name:Pronogo
I don't see any concept here.
He's taking revenge, don't worry about it.

Nice map, still it's kind of linear, don't you think? Once you get to the main there's only one way you can go.. there's not really any alternat route, except for that one that goes to the same spot just 10 feet higher up. Terran just needs siege tanks on the high ground and they can defend easily with a few turrets and bunks.

Also, I've been told this: "It's not good for Zerg to have two entrances into their nat, harder to defend." But since the two are so close, I can see why it works. However, they may need to closer or you may have to get rid of the ramp. You also may not have to, we'll see what excalibur says.

Why are there two vespenes and a min only in the main? that defeats the purpose of the nat, doesn't it?

No curve to minerals again! :hurr:



None.

Dec 29 2009, 6:32 pm Super Duper Post #12



Quote from Marine
Quote from name:Pronogo
I don't see any concept here.
He's taking revenge, don't worry about it.

Nice map, still it's kind of linear, don't you think? Once you get to the main there's only one way you can go.. there's not really any alternat route, except for that one that goes to the same spot just 10 feet higher up. Terran just needs siege tanks on the high ground and they can defend easily with a few turrets and bunks.

Also, I've been told this: "It's not good for Zerg to have two entrances into their nat, harder to defend." But since the two are so close, I can see why it works. However, they may need to closer or you may have to get rid of the ramp. You also may not have to, we'll see what excalibur says.

Why are there two vespenes and a min only in the main? that defeats the purpose of the nat, doesn't it?

No curve to minerals again! :hurr:
Its called a double gas main no gas nat. Its in a lot of pro maps.
I think that nats are fine, though. They are pretty close together that they can place sunkens to block both of the ramps.
Yeah, I admit the map is a BIT linear.

Thanks for the feedback :)



None.

Dec 30 2009, 12:21 am Excalibur Post #13

The sword and the faith

Typical turtle map. Way too linear. More curves, more paths. Really don't like the current layout/concept of the entire midsection.




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Dec 30 2009, 12:27 am Super Duper Post #14



Quote from Excalibur
Typical turtle map. Way too linear. More curves, more paths. Really don't like the current layout/concept of the entire midsection.
How can I fix these?

Edit: Besides the linear-ness?

@Marine:
:lol: :lol: :lol: :lol: :lol:

EDIT EDIT: I tried to loosen up the middle. How is it now?

Post has been edited 1 time(s), last time on Dec 30 2009, 12:55 am by Ciara.



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Dec 30 2009, 1:09 am Jack Post #15

>be faceless void >mfw I have no face

Quote from Marine
Wtf is a turltle map? A map that looks like a turtle? Represents one? Flow of one? Shape of one? Linear-ness of one?
It's a map which is easy to turtle with. Turtling is when you have, say, a bunch of tanks, then you move a few more tanks just in front of them, using the siege-mode tanks to protect you. It's a reference to the Roman/Greek military formation in which each soldier shielded the one in front.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Dec 30 2009, 2:59 am Excalibur Post #16

The sword and the faith

The map is one single linear path. You can't do that.

Rethink your layout and concept. Scrap if necessary.




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

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

Dec 30 2009, 3:06 am Super Duper Post #17



Quote from Excalibur
The map is one single linear path. You can't do that.

Rethink your layout and concept. Scrap if necessary.
Too much has been done to start over.
Scrapped.



None.

Dec 30 2009, 1:15 pm Pr0nogo Post #18



Eurgh, people, stop removing the downloads.

Post has been edited 1 time(s), last time on Dec 30 2009, 2:53 pm by JaFF. Reason: Flame.




Dec 31 2009, 8:14 am AngerIsAGift Post #19



THIS LOOKS LIKE A 2 PLAYER GAIA.
Again I must add that the map is turtle prone because of the size of the entrance bridge of the natural. Make it larger and this map will feel less tight and turtle prone.
The center looks like Gaia's center for a two player map, since it's comparable to a pro map it's totally good right guys?

Post has been edited 1 time(s), last time on Dec 31 2009, 8:26 am by AngerIsAGift.



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Dec 31 2009, 3:42 pm Super Duper Post #20



Quote from AngerIsAGift
THIS LOOKS LIKE A 2 PLAYER GAIA.
Again I must add that the map is turtle prone because of the size of the entrance bridge of the natural. Make it larger and this map will feel less tight and turtle prone.
The center looks like Gaia's center for a two player map, since it's comparable to a pro map it's totally good right guys?
I based this off Gaia :><: cant believe someone noticed.



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