Staredit Network > Forums > SC1 Melee Map Projects > Topic: (2)Scar Tissue(n)
(2)Scar Tissue(n)
Jan 23 2010, 10:00 pm
By: Pr0nogo  

Jan 23 2010, 10:00 pm Pr0nogo Post #1





Omg, I actually followed advice this time! I think...
3 stacked temples, 10 stacks of Minerals total per small ramp.
How'd I do?

Attachments:
(2)Scar Tissue(n).scx
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Post has been edited 3 time(s), last time on Jan 23 2010, 10:11 pm by Pronogo. Reason: Removed generators.




Jan 23 2010, 10:03 pm OlimarandLouie Post #2



Quote from name:Pronogo


Omg, I actually followed advice this time! I think...
3 stacked temples, 2 generators per bridge (they aren't stacked). 10 stacks of Minerals total per small ramp.
How'd I do?
The two holes in the middle... can workers walk through it? If they can't... then about 90% of early game is null because you can't scout your opponent, or worse, they picked random and you can't tell what race they are.



None.

Jan 23 2010, 10:05 pm Pr0nogo Post #3



I see what you mean. Should I simply remove the blocks on the bridges? The Temples would just block you from getting quickly to your opponent's base.

EDIT: Yeah, that's what I'm doing.




Jan 23 2010, 10:34 pm ClansAreForGays Post #4



extra small choke + cliffed. i dunno.




Jan 23 2010, 10:36 pm Pr0nogo Post #5



Quote from ClansAreForGays
extra small choke + cliffed. i dunno.

It's to help balance the map. Zerg do better (at least in my experience) with chokes. To make it balanced AGAINST Zerg as well, I added in the back entrance.




Jan 23 2010, 10:43 pm Excalibur Post #6

The sword and the faith

T>All.
Tanks can be dropped on to multiple non-reachable spots just about everywhere on the map.
Too tight, concept doesn't work.




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Jan 23 2010, 10:58 pm Pr0nogo Post #7



Quote from Excalibur
T>All.
Tanks can be dropped on to multiple non-reachable spots just about everywhere on the map.
Too tight, concept doesn't work.

Are you saying there are tank holes in the expansions or just in unreachable positions scattered throughout the map?




Jan 23 2010, 11:08 pm Excalibur Post #8

The sword and the faith

The expansions, the cliffs in the middle, middle of the bridges, ect. Just tanks everywhere.




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

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

Jan 23 2010, 11:19 pm OlimarandLouie Post #9



But nobody uses tanks these days... :bleh:



None.

Jan 23 2010, 11:28 pm BeDazed Post #10



I'm just dying to know how Pronogo plays. Because that is not the balance in consideration of average to professional players.



None.

Jan 23 2010, 11:33 pm Excalibur Post #11

The sword and the faith

Quote from OlimarandLouie
But nobody uses tanks these days... :bleh:
Yeah? And I'm fucking Bisu. :P




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

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

Jan 23 2010, 11:48 pm Super Duper Post #12



Id like to regard something else. How long did it take you to make this map?



None.

Jan 24 2010, 12:09 am Pr0nogo Post #13



Quote from name:Ciara
Id like to regard something else. How long did it take you to make this map?

'bout a day.

Quote from BeDazed
I'm just dying to know how Pronogo plays. Because that is not the balance in consideration of average to professional players.

I'm a D player.

Quote from Excalibur
The expansions, the cliffs in the middle, middle of the bridges, ect. Just tanks everywhere.

Sunken sandy pits are meant to be tankable. -.-'
The middle of the bridges are not unreachable.




Jan 24 2010, 12:20 am Excalibur Post #14

The sword and the faith

The point is if the bridge is still blocked you can drop tanks inbetween. You can drop tanks in those little expos and fire on units that can't fire back.

You're forcing strats that have drop tech way too early in this map. Maps are to be versatile, not restrictive. This is why its a bad map.




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

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

Jan 24 2010, 12:29 am Pr0nogo Post #15



Quote from Excalibur
You're forcing strats that have drop tech way too early in this map. Maps are to be versatile, not restrictive. This is why its a bad map.

OR either side could just not get drop tech at all. That's always a possibility. :lol:

Alright, I'll work on open-ness and ridding-of-T>all-ness.




Jan 24 2010, 12:29 am Super Duper Post #16



A day? That explains everything.
When you make a map, look at it. What needs improvement? There is ALWAYS something to improve. Fix it. Keep doing this.
Maybe even the layout of the map is bad, in which case you need to start over completely. Then, imagine you were playing as terran. How would you exploit siege tanks, wraiths and spider mines? How would you be able to bottleneck the tight areas?
If you were zerg, imagine lurkers and mutas. Do the same thing.
Dont do anything for toss, because they need advantages since protoss players (us protoss players) are weak at the start.

It should take about a week to make your map. 3 days to make a draft, then 3 days to make the final copy.



None.

Jan 24 2010, 12:36 am Pr0nogo Post #17



Funny, because you often take about two days per map. :hurr:




Jan 24 2010, 12:49 am Super Duper Post #18



Funny, because I often work on 3 maps at once.



None.

Jan 24 2010, 1:27 am Dem0n Post #19

ᕕ( ᐛ )ᕗ

It took you a day to make this map? Damn, it takes me like two hours to make a map. >.>




Jan 24 2010, 2:54 am Super Duper Post #20



Quote from name:Dem0nS1ayer
It took you a day to make this map? Damn, it takes me like two hours to make a map. >.>
Contradiction towards me, I say!



None.

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