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lMPERVlOUS, Nov 04 2009
My roommate just got tested for the Swine Flu that has been going around. She has been diagnosed as "probable" for having it..... Her symptoms started yesterday.
Last week on Wednesday is where I started getting sick. I figured it was just a regular flu. Well, if it turns out that she has the H1N1 variation, I'm the likely person to have spread it to her.....
Fucking fantastic. And instead of getting a doctors note for deferrals of my exams, I chose to study for them and fail.....
    
lMPERVlOUS, Oct 23 2009
No joke..... Smoke everywhere..... And it was just water with a bit of salt in it (for pasta).
She went back to play on Farmville on Facebook and forgot about it for over half an hour.
All I could think of was this -> fml
    
lMPERVlOUS, Oct 02 2009
I have decided to make a map for BW. I have tried, in the past, and eventually lost interest in continuing, so I hope that this blog will keep me motivated.
Also, I would like some input, critique, and just help in general. Since I am a pretty crappy player, I may overlook something very important.
October 1, 2009 - (4)Fountain+ Show Spoiler + I started making this yesterday, after an idea that has been brewing in my head for a couple of days, and this is VERY beta at the moment. I have only spent 2 hours on it so far, but I think it has potential. ![[image loading]](http://i400.photobucket.com/albums/pp85/Logan_8_8/Fountain10-01-09.jpg) So, the mains can be blocked, ling tight (with marines spawning inside) with a single depot and a single rax (I believe, I have not tested this yet). The naturals are blockable with 2 depots and a rax, with marines spawning inside (yet again, I have not tested for sure yet). All of them appear to have a good forge fe building placements as well, but since I am not a Protoss player, I do not know for sure. I have not yet tested for tank holes, that will come shortly. My plan for this map is to have 4 mains (obviously), using rotational symmetry, and eliminate any early-game advantages caused by positional imbalances. There will be 3 gas and 4 mineral patches per player. I am not completely sure what I am going to do in the middle yet, however, I do want to make some parts of it unbuildable, and I want to tighten the map just a little. I do not want something directly obstructing the middle of the map. My plans for the resources are as follows Mains - 9 minerals x 1500 + 1 gas x 5000 Naturals - 8 minerals x 1200 + 1 gas x 4000 Min only - 8 minerals x 1000 Second gas expo - 7 minerals x 1500 + 1 gas x 5000 The min only expansions will be along the slight concavity on all of the mains, at the bottom of the cliff. The third gasses will be a 12, 3, 6, and 9. Mains will be in the corners, and naturals should be pretty obvious..... I know there is not really a good overlord spot, but I am going to try to make a few in the middle of the map, rather than a single one to watch the natural, and then a completely open map.....
October 2, 2009 - (4)Fountain+ Show Spoiler + ![[image loading]](http://img24.imageshack.us/img24/3431/fountain100209.jpg) Small update. I placed the mineral formations. Due to some technical difficulties, that's it. I have not tested them yet, but I believe that they will be out of a tanks maximum range, once I add the minerals at the min-only expansions.
October 10, 2009 - (4)Fountain+ Show Spoiler + ![[image loading]](http://img143.imageshack.us/img143/3950/fountain.jpg) There is the sketch what I pan on doing in the middle. Currently my editing program is fucking up. I have been trying to fix it, but it has been futile so far. The beige colour is high ground. The light brown is rocky ground. The blue is water. Light blue/grey is going to be a custom bridge. And if you can't guess where I want to put the mineral lines, and the vespene geysers based on the picture, then you don't deserve to every play Starcraft again..... Note - this is just a general idea. It is far from being finished. But I think it achieves what I want to accomplish. It is a bit tighter, yet there is still a lot of room to maneuver. There is no obstruction in the direct middle of the line, nor directly between the bases. And I have moved the mineral lines in the mains away from the edge of the map. Also, I have done some preliminary testing of the rates that they mine, and they are all surprisingly good. I will have to wait until the doodads are in place to be sure however.
November 17, 2009 - (4)Fountain+ Show Spoiler + ![[image loading]](http://img5.imageshack.us/img5/5994/fountain111709.jpg) I've done a bit of work, which has been hindered by my inability to use Scmdraft to it's potential..... About 3/4 of the time, it will shut down without saving properly, so any progress is very slow..... It is really, really freaking annoying at this point. I've done some testing, I have ensured that the mains and naturals have similar mining speeds (played as Z, with the same BO for the first 5 minutes, and the averages for 3 trials for all of the mains were very close, as were the naturals (note, the naturals do mine slower than the mains, but that should be pretty obvious.....). I adjusted one of the mains so that it was the same as the others. I have also ensured that the 3rd expansions are not tankable from the mains. I have not tested for tank holes, and I am sure there are some that need fixing. The middle is still very WIP. I'm still going to do something similar to my sketch in the previous update, but I don't know how I'm going to do the 60 degree bridges. I might do something else instead. It's going to need a lot of tile editing still, as well as decoration, and it's still not playable yet. I tested - the mains are ling-tight with a single depot and rax, and the naturals are ling-tight with 2 depots and a rax. All of them spawn marines on the inside. As Z, it looks really, really easy to make a good sim city to defend the natural.
    
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