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Mile High
Created by SilverPotato
About the Map: This map gives a straight forward, clutter free environment for the battle to take place. You will notice many features from some of my favorite maps mixed in with some of my own ideas and touches that make this map unique. A few features to note are the two bridges, taken from the popular BW map Paranoid Android, the multiple hights and large number of ramps taken from Steeps of War, and the very close expansion blocked by rocks coming from Kulas Ravine.
Setting: The map is designed to give the commanders the sense that the battlefield is floating in the clouds above an unknown planet (one obviously controlled by emperor Mengsk). The lack of doodads and different textures also implies that this a freshly made installation, so you get to be the first to fill it with hollow marine suits and blown up mule's.
Specs: - 167x160 Playable (176x176 total) - 1v1 Melee - Mains at 12 and 9 (the largest flat areas with resources) - 3 expansions per side, 1 Central High Yield - 2 bridges - 1 Watch Tower giving a complete view of the larger bridge and High Yield - Very air friendly at the moment with long rush distance, this will be fixed if there is demand for it - Shorter bridge allows for scouting, early rushing, and late game sneak attacks - Larger Bridge is for massive late game battles - Enough resources to fuel a long lasting game
Playable in Starcraft 2, Just search 'Mile High' in custom games. If you'd like to play with me, shoot me a PM!
UPDATE 1: Due to some rather hateful comments, the destructible rocks on the first bridge have been removed and the bridge has been moved slightly to allow scouting and early rushing with a small force.
Sorry if I structured this post wrong, I'm new here.
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That looks pretty cool and relatively innovative. I like it.
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Really innovative? Its Scrap Station
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On July 15 2010 10:56 Intropy wrote: Really innovative? Its Scrap Station I said relatively, not really. >.<
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Not going to lie this map looks pretty bad. Like are the players not supposed 2 fight eachother till they get ultralisk and battlecrusiers?
Also how the hell are you going 2 be able 2 scout anything like a void ray rush
I was never a fan of paranoid Andromeda so maybe im bias
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whats the rush distance looks like is about an hour far to long imo. Also the map just looks boring, needs dodads and stuff
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On July 15 2010 11:01 Tabbris wrote: Not going to lie this map looks pretty bad. Like are the players not supposed 2 fight eachother till they get ultralisk and battlecrusiers?
Also how the hell are you going 2 be able 2 scout anything like a void ray rush
I was never a fan of paranoid Andromeda so maybe im bias
Yeah, I'm thinking seriously about shortening up the map a little.
On July 15 2010 11:02 jamesr12 wrote: Also the map just looks boring, needs dodads and stuff
*Sigh* did you read the OP?
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It's pretty close to Scrap Station. Maybe very close... One thing, is it possible to seigh tanks and shoot to the other side? And can you land on the middle islands? This would be a problem for me since i don't always get air, of course, and by getting drops to counter this as lets say Zerg, seems like a very big advantage.
Even if this might get critic i really like that your trying to bring something to the game. Keep on trying, this map might end up really well! =)
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On July 15 2010 10:56 Intropy wrote: Really innovative? Its Scrap Station It's actually worse than scrap station... and I really hate scrap station
things wrong with the map - natural position - very linear... there's like, no where to go? - huge areas of wasted space (corners) - it's scrap station =.=
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On July 15 2010 11:07 Skruttis wrote: It's pretty close to Scrap Station. Maybe very close... One thing, is it possible to seigh tanks and shoot to the other side? And can you land on the middle islands? This would be a problem for me since i don't always get air, of course, and by getting drops to counter this as lets say Zerg, seems like a very big advantage.
Even if this might get critic i really like that your trying to bring something to the game. Keep on trying, this map might end up really well! =)
The islands with the statues are inaccessible by ground units, and no the siege tanks fall very short of being able to siege and fire from base to base.
As for the distance, I'm thinking I'll remove the rocks, make the first bridge slimmer and move it down a little bit, that way Zerg players can rush, but it keeps players from making huge flanks in mid-late game. Does anyone think that's a good idea :S
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On July 15 2010 11:16 SilverPotato wrote:+ Show Spoiler +On July 15 2010 11:07 Skruttis wrote: It's pretty close to Scrap Station. Maybe very close... One thing, is it possible to seigh tanks and shoot to the other side? And can you land on the middle islands? This would be a problem for me since i don't always get air, of course, and by getting drops to counter this as lets say Zerg, seems like a very big advantage.
Even if this might get critic i really like that your trying to bring something to the game. Keep on trying, this map might end up really well! =) The islands with the statues are inaccessible by ground units, and no the siege tanks fall very short of being able to siege and fire from base to base.
What i was thinking about was just having tanks as supportfire while landing a couple of units in the base. Melee-units would then have a harder time countering this and a terran could have a good way to like power harrass hes way in the the base. Sort of a powerleapfrog? Would this be possible?
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On July 15 2010 11:25 Skruttis wrote:Show nested quote +On July 15 2010 11:16 SilverPotato wrote:+ Show Spoiler +On July 15 2010 11:07 Skruttis wrote: It's pretty close to Scrap Station. Maybe very close... One thing, is it possible to seigh tanks and shoot to the other side? And can you land on the middle islands? This would be a problem for me since i don't always get air, of course, and by getting drops to counter this as lets say Zerg, seems like a very big advantage.
Even if this might get critic i really like that your trying to bring something to the game. Keep on trying, this map might end up really well! =) The islands with the statues are inaccessible by ground units, and no the siege tanks fall very short of being able to siege and fire from base to base. What i was thinking about was just having tanks as supportfire while landing a couple of units in the base. Melee-units would then have a harder time countering this and a terran could have a good way to like power harrass hes way in the the base. Sort of a powerleapfrog? Would this be possible? Well, I would assume so, I mean tank leap frog or whatever the term is, can be done on almost any map. So, I don't see what not.
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Double post alert!
I've removed the rocks from the small bridge, scouting and early rushing are now doable. Please leave any more constructive feedback after getting a chance to play the map, here
And yes, I know it resembles Scrap Station, please stop telling me...
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UPDATE 1: Due to some rather hateful comments, the destructible rocks on the first bridge have been removed and the bridge has been moved slightly to allow scouting and early rushing with a small force.
Sorry if I structured this post wrong, I'm new here.
Good change good change . The bridge may be 2 narrow but that will require play testing. Altho i see mech being extremly strong holding of that coke.
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It really saddens me that my maps get no attention at all while this does T_T.
-Where's natural? -Deco's terrible. One texture through the whole map. -Amazingly uninspired. -No room to flank. -Terran can just float early CC to natural and free base. Not so with Toss or Zerg. -Etc, etc.
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Looks like it would play really sluggish since there's too few ways to get to your opponent's side of the map across ground. Looks like rather than put thought into it you just randomly did some stuff that you thought looked cool, and conformed to your vague general understanding of what features maps are supposed to have.
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Wait r thos rocks on the ranp?
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Spenguin
Australia3316 Posts
On July 15 2010 14:16 neobowman wrote: It really saddens me that my maps get no attention at all while this does T_T.
-Where's natural? -Deco's terrible. One texture through the whole map. -Amazingly uninspired. -No room to flank. -Terran can just float early CC to natural and free base. Not so with Toss or Zerg. -Etc, etc.
-The deco is intentional -Nat's in back base worked really well in BW and should be tested in SC2
I think you should remove the destructible rocks from back natural, as this guy said easy expansion for terran, not so easy for other races
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Hey, in-game images? This looks awesome! No clutter!
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On July 15 2010 14:30 Spenguin wrote:Show nested quote +On July 15 2010 14:16 neobowman wrote: It really saddens me that my maps get no attention at all while this does T_T.
-Where's natural? -Deco's terrible. One texture through the whole map. -Amazingly uninspired. -No room to flank. -Terran can just float early CC to natural and free base. Not so with Toss or Zerg. -Etc, etc. -The deco is intentional -Nat's in back base worked really well in BW and should be tested in SC2 I think you should remove the destructible rocks from back natural, as this guy said easy expansion for terran, not so easy for other races That's just a lame excuse for not decorating. That's like saying, "The area is freshly cooled lava from a volcano so I'm not going to be adding any textures or decorations of any kind." Just wrong. It's not like players are playing the map for the lore.
Back naturals could possibly work, but not with the destructibles as you mentioned.
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