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King_master
08-23-2005, 12:50 AM
Since I am an avid melee map maker, I thought might be benifcial to post my work else where on the web. My map making styles vary from time to time and try not to enter the technical side of mapping. Triggers and map briefings can make me vomit sometimes. But I will occasionaly punch out a mission or two.
I imagine I'll be making at least 1 or 2 melee maps per week. But that all depends on my college schedual.

The maps and there images are posted below
__________________________________________________ _____________

This is Sun City, My latest creation.
http://img.photobucket.com/albums/v223/King_master/Starcraft/4SUN2.jpg
My Second is The Quadruplet's Lament, Funky name but it suited for the map.


http://img.photobucket.com/albums/v223/King_master/Starcraft/4THE1.jpg

My Third Map Waters of Sorrow seems to have plauged my mind a little.

http://img.photobucket.com/albums/v223/King_master/Starcraft/8WAT1.jpg
This is Arid, a very simple head to head map.
http://img.photobucket.com/albums/v223/King_master/2Arid.jpg

Aquarian
08-23-2005, 4:05 AM
I like the second one but the 1rst and third hurt my eyes.

Kabam
08-23-2005, 11:28 AM
OK that only took 5 minutes to download...no sarcasm.

I liek the first and second, three is just eh wierd.

Forsaken_One
08-23-2005, 11:33 AM
I thinkk the first nap is the only one that's balanced AND looks appealing. The other's look a map that I would make for melee. I am UMS maker so I a, not very good with making melee. I am sure that we all know about the ongoing argument of what's harder to make Melee vs UMS!! But, in my opinion they are both hard. Anyway, the second and third need quite a bit of work.

The Second map is way too open. Not much strategy can be used.

The third one has MAJOR balance issues. If you want people that are good at analyzing melee maps, you can go here:

http://www.staredit.net/index.php?act=SF&s=&f=56

There are 2 forums in which you can get help with... So, have fun!!

MidnightGladius
08-23-2005, 6:00 PM
Interesting. I won't go into detail, but there's a lot to be done on the second and third. The first looks nice (all space maps do, just look at Forte and Neo Forte), but the chokes will benefit terrans and zerg a lot.

Fronter
08-23-2005, 6:39 PM
The first one looked good... But I didn't really like the others... I tend to have a problem of being to picky on Space Maps, but the first one was Pretty Good...

Second & Third need some improvements:

Second: As Forsaken_One said, it is way to open, and could be done with more.

Third: As he said again, there is unbalancement, especially for the guy in the Bottom Right, he is screwed the most.

Case_in_point
08-23-2005, 7:32 PM
I personally think melee is harder than UMS. This is only my opinion though. Here's why.

In UMS, you determine how the person is going to play the game. You give him the flexibility to be a little creative, but mostly, you decide how and when he will have control.

In melee, you don't have that control. You need a terrain that will allow incredible flexibility so that each player can be in control of how he plays the game. In other words, you almost have to predict the unpredictable.

Again that's just my opinion, if you're good at terrain then melee could be easier for you.

Forsaken_One
08-23-2005, 8:04 PM
Meh... In my opinion, they both are very hard. All I like to make is RPG's. I am currently working on one right now!

http://www.staredit.net/index.php?showtopic=17209

All of the adjustments for Melee and UMS are hard. It's just all in practice. If you always make/play UMS, then Melee is hard for you. And vice versa. It is all how you play games. I would agree about the flexibility issue with melee. But, as I said before, I think both have their harder issues!

DLKutzner
08-28-2005, 6:29 AM
Another thing ppl tend to do when making Melee maps is not enough resources and not enough ground to build a solid defensive line. Your 3 map looks like something out of Command N Counquer, where as its.....chaotic, and more for....a mass game. (AKA MASS A HUGE ZERGLING ARMY AND CHARGE) I dont see many Choke points and even then...its like some bases have more room to build. Granted Zerg can deal with tight places better but U can never tell whos where and what race. (Zerg have 1 less building to worry about because of Overlords thats what im refering too about tightplaces..Terran needs room for Supply Depots) If lower right had a offensive team come with SCV's and Build a build bunkers on the ridge around its base it would be screwed. non of the othe bases seem to have that problem


another thing. ..some of the startlocations are way to close togeather...it would suck in a free for all. u know someone would get whiped out in the first rush lol

T.empla.R
08-28-2005, 9:19 PM
Most people like to have a base on the side or even better in a corner but when your in the middle and your base is the choke point thats what sucks. 1st and 2nd look good nice sniper points plenty of minerals and lots of space to expand, pretty good. 3rd is what I fist refered to and fourth is too simple!