View Full Version : Actual Map for November Contest
Dem0nS1ayer
11-22-2007, 9:26 AM
Here's the map that I'm going to use for the November Contest.
As for the picture, I shrank it down to 850x850 pixels, but it still exceeded the forums 500 kb limit...
TitanWing
11-22-2007, 1:44 PM
I don't understand why it's exceeding the limit... :/
Try submitting it to ImageShack.us or something.
On the map:
-mineral layout in the island bases next to the mains is really bad, place the minerals closer together for better mining
-mineral blocks in the middle are doing more harm than good, the middle's already too tight
-gas is too far away from minerals in the naturals, and should be placed on the same side as the mineralsso gas miners don't screw with units moving through that area
-add a 16 value mineral block on those ramps at the end of the part of the main that creeps along the side of the map
-there's a tankable piece of cliff near the natural, you'll need to clean that up
-middle is extremely tight and T favoring, remove the water and use 1-2 more wide ramps on each side (make one of them a side ramp, you can get it from one of my maps if you need to)
http://www.starcraft.org/maps/scums/melee/%282%29infinity+1.3%28o%29
-I don't think the power generators are blocking passsage of small units (specifically, workers)
It's got potential, but you've got some balancing to do. This reminds me of a map I made a while back...
masterofhobbiton
11-22-2007, 4:49 PM
I like it a lot. I'd add more mottling with the grass and dirt, as you did right around the minerals in red and blue's bases instead of only dirt areas next to only grass areas as with most of the map. Seems very nice to me.
Image works for me.
Dem0nS1ayer
11-22-2007, 5:25 PM
ok i changed the middle and fixed the minerals. does the high ruins in the mid look okay, or should i take them out?
As for the picture, I uploaded it on imageshack and it was apparently an invalid file, so do I need to go to a certain place on the site to get the correct code?
Polkaman
11-22-2007, 5:42 PM
thats weird. it works for me. anyway i think its cool except my units get stuck in the right section.
not sure if this is my comp problem, anyway.
TitanWing
11-23-2007, 12:55 AM
Map needs at least 4 more expos and the middle is still too tight. Widen the ramps.
Dem0nS1ayer
11-23-2007, 11:05 AM
Okay, I made the ramps for the middle wider, and I added a couple more expos. I can't really think of where anymore expos could go...
Btw, is the high jungle with the minerals blocks and geyser good there, or does it look ugly?
and finally, I GOT THE PICTURE!!!:D:D
TitanWing
11-23-2007, 1:21 PM
Looks like it'd be fun to play on.
A couple things left to fix:
-the straight up/down cliff in the mains should be roughened up to look more natural
-there' still scattered tank spots in the broken up cliff areas throughout the map
-the mineral only and natural expos in the middle of the map need to have the minerals adjusted to be easier mining
-map could use a lot more small doodads like bushes and stuff
-large areas of plain dirt should have some grass and doodads added to them
Dem0nS1ayer
11-23-2007, 3:44 PM
Here's the latest version. I didn't really change much except for the things that Titan told me to change.
-made straight edges look more realistic
-made some mineral lines easier to mine
-added a little more jungle in the areas that I could
-added a lot of small doodads
neobowman
11-23-2007, 6:15 PM
Red's nat's gas isn't positioned the same as Blue's. Blue's nat gas also is slightly more exposed than Red's. Tanks can still be landed behind the nat.
TitanWing
11-23-2007, 9:04 PM
Look in the same map I linked to for the ramps to find out the best way to place minerals and gas and adjust it in your map accordingly.
Dem0nS1ayer
11-25-2007, 8:41 AM
Do these mineral lines look any better?
TitanWing
11-26-2007, 2:09 AM
Yes, much faster mining.
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