View Full Version : Narrow Straits
RFNagel
05-04-2006, 7:39 AM
Nothing fancy, just playing around with various triggers on a small fast-paced UMS single-player map, best suited for lower-ranked ground units.
Also, this map includes triggers and custom sounds to generate in-game background ambient wind sound effects... perfect for Starcraft's "Jungle World" terrain -:)
Readme (http://www.cmoo.com/~snor/weeds/starcraft/nstraits.txt)
Map Screenie (http://www.cmoo.com/~snor/weeds/starcraft/nstraits.jpg)
ZIP (http://www.cmoo.com/~snor/weeds/starcraft/nstraits.zip)
Hotshot
05-04-2006, 8:48 AM
Good map, and I love that wind effect. Gives a barren/seaside landscape effect. :cool:
Did you do the breifing voices? They are cool.
Could possibly do with more players though; I was able to win pretty easily.
SuiCidAl-KiSmEt
05-04-2006, 10:38 AM
Is this your first map you posted up? Then it’s ok. Not much of advanced triggers and the terrain isn’t really fantastic, cliffs or doodads or something would make it have a better appearance.
Other than that, it was a nice short game.
RFNagel
05-04-2006, 4:29 PM
Good map, and I love that wind effect. Gives a barren/seaside landscape effect. :cool:
Glad ya liked it -:) I also used the ambient wind effects for another map of mine, The Ursadon Region (http://www.cmoo.com/~snor/weeds/starcraft/uregion.zip). AFAIK, my background ambient sound effects is a first for Starcraft maps (never seen any maps that used triggers like that to add ambient background SFX), although extremely simple to do with a few triggers.
Did you do the breifing voices? They are cool.
Thanks -:) Yep, all of them except for the "Receiving incoming transmission" one. Check out some of my other meager attempts at SC map creation here -> http://www.cmoo.com/~snor/weeds/starcraft , they all have custom briefing voices by your's truely <G>.
Could possibly do with more players though; I was able to win pretty easily.
I was thinking the same thing, even as a non-skilled player as myself, I found the map fairly easy. My goal was a map that was simplistic and wasn't too hard, and for farily short 14 minute or so games. Seems that it's too easy and short though <LOL>.
Is this your first map you posted up? Then it’s ok. Not much of advanced triggers and the terrain isn’t really fantastic, cliffs or doodads or something would make it have a better appearance.
I have several others (see link above), but two of my other maps are nicer looking ("The Ursadon Region" and "Desert Storm"). With this map (per above), I simply wanted something to play a quick game on, when you need that fast SC fix but are lacking real-world time <BG>.
Other than that, it was a nice short game.
'Twas my goal -:) Although, like I posted above, I think it's too easy... prolly need to add another enemy player (and/or starting the enemies out with more buildings and units).
SuiCidAl-KiSmEt
05-05-2006, 9:19 PM
I have several others (see link above), but two of my other maps are nicer looking ("The Ursadon Region" and "Desert Storm"). With this map (per above), I simply wanted something to play a quick game on, when you need that fast SC fix but are lacking real-world time
Wow, heh. Those are nice maps!
RFNagel
05-05-2006, 10:11 PM
Wow, heh. Those are nice maps!
Glad ya liked 'em -:) Hehe, I spent EONS of time trying to make those maps look pretty <G>.
P.S. My first two maps, TD and Observer (see above main link), although uglier than hell, were created that way on purpose (not to mention being my first two SC maps <BG>).
For TD (my first map), I simply wanted a map that I could primarily control any of the three races, to help myself learn how to play using them.
For Observer (my second map), the goal was to created an equally balanced map where you could observe the three races of AI computer players battling it out (so you could watch their various tactics, without being bothered/attacked by them or getting in their way of their various AI battles).
B.A.Baracus
05-06-2006, 1:08 AM
This was fun, but a bit too easy. I just bunker rushed and won in the first 5 minutes.
RFNagel
06-05-2006, 11:40 PM
Figured I'd post this within this thread, instead of cluttering the forum with a new thread -:)
A few new (edited) non-UMS maps that I created (note that the URLs are case-sensitive):
"Skull Island"
Readme (also included in the ZIP) -> http://www.cmoo.com/~snor/weeds/starcraft/skisland.txt
Thumbnail Pic -> http://www.cmoo.com/~snor/weeds/starcraft/skisland.jpg
ZIP -> http://www.cmoo.com/~snor/weeds/starcraft/skisland.zip
"The Highlands"
Readme (also included in the ZIP) -> http://www.cmoo.com/~snor/weeds/starcraft/highland.txt
Thumbnail Pic -> http://www.cmoo.com/~snor/weeds/starcraft/highland.jpg
ZIP -> http://www.cmoo.com/~snor/weeds/starcraft/highland.zip
Note that the maps were originally based on two of the multi-player maps that come with "Starcraft: Insurrection" ("Blood Rage" and "The Hills Are Alive"), with a lot of chopping, resizing, and editing etc...
MidnightGladius
06-06-2006, 12:05 AM
The second map is extremely rigged... no expos, and one player starts on high ground while the other doesn't....
Fun... I'd hate to be blue.
RFNagel
06-06-2006, 3:55 AM
Sorry for the dumb question, but I'm assuming that you mean that the higher ground is preferable to the low ground (not sure about "blue", as the map is set for random starting positions)?
I've only played the map during single-player games, and (at least with the AI) it seemed not to matter much starting on the higher ground vs the lower ground.
Again, sorry for the (what I'm sure is a) dumb Q, but what are "expos"?
Kamikaze_Chicken
06-06-2006, 6:23 AM
expos are expansions, there is generally two near a starting base, one with a few minerals and a geyser and the other with just minerals (at least in most maps made by blizzard)
the thing with the higher terrain is that units attacking from above still attack fine, but attacking from lower ground to higher you only have a 70% chance of hitting the target (one of the fine tactical methods imployed in starcraft)
same thing with tree cover, units covered by trees only have a 70% chance of being hit
*note the accuracy doesn't chance for melee units though (that is units that attack from close up)
Hotshot
06-06-2006, 6:51 AM
the thing with the higher terrain is that units attacking from above still attack fine, but attacking from lower ground to higher you only have a 70% chance of hitting the target (one of the fine tactical methods imployed in starcraft)
same thing with tree cover, units covered by trees only have a 70% chance of being hit
*note the accuracy doesn't chance for melee units though (that is units that attack from close up)
When you say they have a 70% change of getting hit, do you mean they actually have a 7 in 10 chance of taking damage or that its just harder to hit higer-up units? I've had units behind doodads (like trees) a couple of times before and they get hit and take damage just as normal. The only difference is that they are harder to see than usual.
MidnightGladius
06-06-2006, 7:30 AM
Both of your alternatives are the same :/
If you attack a unit on high ground from low ground 10 times, only 7 times will it do damage. The exception is for units with splash, which will do splash damage.
Believe me, it matters - NaDa once hid about 20 M&M behind some trees and had 6 tanks on a cliff - incoming Z hydra/lurk just got massacred.
RFNagel
06-06-2006, 4:48 PM
Thanks for all of the detailed info, guys -:)
I must admit, in all of my years of playing Starcraft I didn't realize that it was harder to hit units on higher ground when attacking from lower ground (although, I've always thought that the units on the higher ground could "see" further due to their higher elevation). Anyhow, as far as the map in question, I guess that it's better suited for quick ground-based attacks for single-player games... with lower-ranked ground units, one is pretty much limited to using the single dirt ramp passageway that seperates the two halves of the map.
About the expansions, I was shooting for an extremely quick-playing map so all of the resources are maxxed out, and due to the small size of the areas for the players, I didn't think there would be enough room for additional mineral fields and geysers.
Anyhow, thanks for the input and info -:)
When you say they have a 70% change of getting hit, do you mean they actually have a 7 in 10 chance of taking damage or that its just harder to hit higer-up units? I've had units behind doodads (like trees) a couple of times before and they get hit and take damage just as normal. The only difference is that they are harder to see than usual.
Here (http://www.battle.net/scc/GS/hc.shtml) it is. It sometimes pays up to check the authors sites' to check for patches, extra utilities and so on (especially if you're not up to reading the game manuals). ;)
Hotshot
06-07-2006, 10:10 PM
Here it is. It sometimes pays up to check the authors sites' to check for patches, extra utilities and so on (especially if you're not up to reading the game manuals).
Well how about that. Something about Starcraft that I didn't know; and that's a first. I can't believe I didn't know that this whole time. I've gotta play 'Sherwood Forest' sometime and try this out. :)
Kamikaze_Chicken
06-08-2006, 2:30 AM
Lost Temple is good for testing both of them, it has cliffs and trees throughout the map, although I don't think there is that many trees *shrugs shoulders*
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