Staredit Network > Forums > SC1 Melee Map Projects > Topic: (2)Land of Confusion
(2)Land of Confusion
Dec 30 2009, 10:07 pm
By: Dem0n  

Dec 30 2009, 10:07 pm Dem0n Post #1

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I replaced the zerg eggs with protoss temples because I couldn't stop the map from crashing without completely rearranging the eggs. I also added disruption webs to stop tanks from hitting nats (looks kinda weird, not sure if I'll keep it).



Post has been edited 3 time(s), last time on Jan 1 2010, 10:27 pm by Dem0nS1ayer.




Dec 30 2009, 10:41 pm Super Duper Post #2



Its a little on the bland side.

None is going to kill ALL those eggs. I suggest you make the ramp normal sized and having only two eggs block it. Not that its a big deal, its just something to consider.

The map lacks concept. Now I know that you are thinking "What? Theres eggs, psi disruptor and everything! What do you mean no concept?". Well lemme clear something for you, thats depth. VERY different from concept. While Excalibur might come in here and disagree with me, I still think I am right.

Oh and a small thing, how much statis prisons are there? One? You should probably add two, so P cant dominate Z in PvZ.

Those high ground things are unbuildable, right?



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Dec 30 2009, 11:12 pm OlimarandLouie Post #3



I have spotted an error! :lol:
The expo below Player 1's base does not have a 0mineral patch to stop a CC/Nexus/Hatchery.



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Dec 30 2009, 11:14 pm Pr0nogo Post #4



Download link missing. Kind of important if you want feedback from people who actually play maps.

Also, Ciara, it's not a Psi Disruptor. It's a Power Generator. VERY different from a Psi Disruptor.




Dec 30 2009, 11:15 pm Devourer Post #5

Hello

The center of the map is way to empty. No high dirt, nothing. Empty space. That's not good at all.



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Dec 30 2009, 11:34 pm Dem0n Post #6

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Added the map with the mineral block under p1's main.

The high dirt is unbuildable, and
Quote from First post
There are two stacked stasis cells blocking the path from the main to the expo.





Dec 31 2009, 4:46 am Marine Post #7



Tankable nats, tend to not be a good thing. Also the mains are tankable in the back corners, fix those. Try adding some sort of design or a little high ground in the dead center instead of plain terrain. Make sure to keep the original map.

Try getting rid of the walkable high ground by the nats and make them tesselated high ground and get rid of any tank holes, remove eggs and place them over by the main that has the stasis cell blocking one end or get rid of them entirely. Make the top right/bottom left an island. Find all your tank holes, I see tons.

If you have a no gas nat, make the two vespenes each 5000 to make up for the loss at the nat, instead of each 2500.

Wait for Excalibur to reply, he may agree or disagree with me on those suggestions, but that's what I see that could be fixed.

Post has been edited 1 time(s), last time on Dec 31 2009, 6:07 am by Marine.



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Dec 31 2009, 8:35 am AngerIsAGift Post #8



I like this map because all of the flaws everyone else is pointing out are no factor.
It seems people are looking really hard for flaws to criticize this map on so good job DemonSlayer.



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Dec 31 2009, 6:33 pm Dem0n Post #9

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Hm, for some reason, this map crashes when I host it in melee. It works fine under UMS, but when the game starts, all the zerg eggs disappear, and the "Unit Implacable" message comes up. Why? :???:




Dec 31 2009, 6:46 pm Super Duper Post #10



Quote from name:Dem0nS1ayer
Hm, for some reason, this map crashes when I host it in melee. It works fine under UMS, but when the game starts, all the zerg eggs disappear, and the "Unit Implacable" message comes up. Why? :???:
Are the zerg eggs sprites?



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Dec 31 2009, 7:43 pm Dem0n Post #11

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Yes, they are.




Jan 1 2010, 12:59 am Super Duper Post #12



Quote from name:Dem0nS1ayer
Yes, they are.
Then I have no idea.



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Jan 1 2010, 1:44 am 13Stallion Post #13



Quote from name:Dem0nS1ayer
Hm, for some reason, this map crashes when I host it in melee. It works fine under UMS, but when the game starts, all the zerg eggs disappear, and the "Unit Implacable" message comes up. Why? :???:

ok it appears to crash when hosted on bnet, and it can be played offline but the unit unplaceable message comes up...

I removed all 14 eggs and the map was playable offline and over bnet, no other changes were made so it has something to do with the egg placement.

Maybe you can try placing the eggs farther up the ramp so that they are technically on "buildable" terrain, that might help?



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Jan 1 2010, 1:53 am Excalibur Post #14

The sword and the faith

You cannot place certain unit sprites on unbuildable terrain without issues. The eggs are one example.




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Jan 1 2010, 10:32 pm Dem0n Post #15

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Edited map. Look at first post.




Jan 5 2010, 6:38 pm Pr0nogo Post #16



All the activity sort of died since I got suspended for allcapsing.

Dem0n, your doodads are too symmetrical. Try varying the shapes and sizes of them, especially if they don't really serve much of a function other than eye candy.
You can tank the thirds by parking your tanks outside the thin wall, due to a lack of doodads/unwalkable terrain.
It would be cool if you made a UMS version where claiming the middle would give you control of the turret or something.




Jan 6 2010, 1:34 am Dem0n Post #17

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That's not a turret. It's a dirt doodad that spins around. ;O




Jan 6 2010, 7:49 pm Super Duper Post #18



Quote from name:Dem0nS1ayer
That's not a turret. It's a dirt doodad that spins around. ;O
Ergo a turret



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Jan 31 2010, 7:53 am ManaShield(Radiant) Post #19



My advice is simply that when you make far away expos, you need to make them with normal sized ramp or people wont be able to defend them.



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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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