View Full Version : A map for testing
MEsmashyou
01-12-2007, 8:19 PM
6371
This map is a melee map.
General description
Each starting location
21 mineral chunk
1 geyser
Expansions:
15 mineral chunk expansion near the starting position
peripheral islands juxtaposed to the 15 mineral chunks from each starting positions
a "core" island endowed with 4 vespene gas and innumerable number of mineral chunk(stacked):)
Reason for posting
to see if this map is balanced enough:P
999990
01-12-2007, 8:21 PM
Well, sounds better then my map right now 1 person actually voted: "I wanna throw your map off a bridge!!!! it sucks so much!!!!!!!"
MEsmashyou
01-12-2007, 8:35 PM
i see. maybe i can see your map and give a score. I can use some map analyzing
999990
01-12-2007, 9:00 PM
Hmm, sho k
Here's ya go!: oh damn i cant find ti haha nvm srry man cant find it.:cry:
MaxedOutBC
01-12-2007, 9:07 PM
maybe add some doodads. add trees and cliffs to use up all that extra space cout be useful, too. I think its kinda unbalanced for the middle players b/c they have more entrances they have to defend.
even if it is a money map, way too much extra space. add expansions, cliffs, water, doodads or SOMETHING to make the terrain actually seem to have been worked on.
TitanWing
01-13-2007, 2:58 AM
I agree with BC completely.
Try using all three mineral types for a little variety at each resource node.
Make expos.
Make the mains all same in size.
Try adding cliffs and temple for deeper gameplay.
MEsmashyou
01-13-2007, 10:52 AM
:( i am not that good in making same sized bases...
MaxedOutBC
01-14-2007, 1:45 PM
Hmm... if you use SCMdraft then even bases are a bit easier. Just make the bases space, say, equal to 56 squares using the rectangle terrain tool. then, just work terrain around the rectangle and then in the end change the rectanlge terrain beck to isometric.
Harbinger
01-14-2007, 3:17 PM
Nothing to say that hasn't already been said. Too much open space... add something, anything, between the bases so that it's not just a line of sight game.
MEsmashyou
01-29-2007, 6:01 PM
6490
Last version was the wrong version... :P
That one did have some inbalances...
this one should be better.
Infested_Zeratul
01-29-2007, 6:22 PM
how could it be a melee map if it has carriers and triggers in it?
The land is too unatrual, all squares and rectangles, it lacks variation in terrain, the map has too little details for it's size and it has no doodads.
The suggestions are reduced and not emphasized. Normally, you don't have a player in the middle, unless you have like an actual "melee" map, but 5 on 1 is practically impossible especially when the alone player is in the middle with all sides open to attack.
You should really start of with a smaller map, cause if the design's screwed up, editing it would be like remaking the map. the designing gets harder as the map gets larger.
Note: If you have SCMDraft, there's an option called "randomize minerals" where the program automatically changes the type of minerals.
MEsmashyou
01-31-2007, 7:37 PM
I know about that and btw the carriers are for UMS only. those carriers are actually for player 12 or the same team as the minerals XD
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