| Taranok United States. May 02 2012 07:34. Posts 20 | Profile # |
![[image loading]](http://i.imgur.com/WFvNU.jpg)
2 player melee map! 
There is one layer of neutral building that leads to the backdoor expansion. Center highground expos have 2000 minerals each patch and 6000 per geyser.
Other Statistics: 96x128 about 28 seconds from main ramp to main ramp (about the same as destination)
Please give thoughts and feedback 
+ Show Spoiler + v0.8: - more unbuildable area - fixed blue spawn - entrance to 3rd slightly wider
v0.7: - removed most of the tank holes (I think) - main is slightly bigger
v0.6: - changed center expos - made side routes wider - made ramps to 3rd gas smaller
v0.5 -made 4th highground -better deco
v0.4 - moved mineral only closer - moved gas expo farther - added ramp to center expos
v0.31 - widened side routes - made some areas unbuildable - fixed comsats :D
Download: MeleeLast edit: 2012-05-27 20:42:21 |
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| slappy United States. May 02 2012 08:45. Posts 1262 | Profile Blog # |
terran imba!  j/k looks like a really fun map I'd love to see some pro's play on it. |
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| rupp_lekkens Chile. May 02 2012 09:08. Posts 56 | Profile # |
| I can't make Comsats in the 5 o'clock D: |
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| Bibbit Canada. May 02 2012 09:10. Posts 4608 | Profile Blog # |
On May 02 2012 09:08 rupp_lekkens wrote: I can't make Comsats in the 5 o'clock D:
LOL I feel like thats a pretty major mistake. 
Gogo fix ! |
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| FlaShFTW United States. May 02 2012 09:17. Posts 5002 | Profile Blog # |
terran tank leapfrog imba!!!
id make the middle more unbuildable imo.
but a great map :D |
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| Taranok United States. May 02 2012 10:05. Posts 20 | Profile # |
lol apparently not terran imba because comsats not working  anyway, will try to fix. |
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| Taranok United States. May 02 2012 10:20. Posts 20 | Profile # |
| ok should be fixed. Also made center and some other areas unbuildable, and made side routes wider. |
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| VGhost United States. May 02 2012 10:21. Posts 1837 | Profile Blog # |
| Looks more open than Desti, and that was what, Protoss or Zerg favored? |
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| Chef May 02 2012 10:23. Posts 9766 | Profile Blog # |
Very short main to natural to natural distances and no clear place for Zerg to take a third while giving Protoss and Terran very easy to defend naturals, logical thirds, and short, narrow attack distances.
pretty typical beginner mappers attempt. Since you already know about BWMN, you should not be offended by that.
On May 02 2012 10:21 VGhost wrote: Looks more open than Desti, and that was what, Protoss or Zerg favored?
Desti is far, far more open... I am pretty sure the OPs map is not even 128/128. Desti also had expos far away enough from each other that attacking wasn't the same thing as defending.Last edit: 2012-05-02 10:25:53 |
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| ArcTimes Peru. May 02 2012 10:30. Posts 180 | Profile # |
| It's too linear for my taste, but it could be fixed with some ramps in the middle. Also that would help that nat to nat distance, and the "nearness" of the expansions. |
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| Enderskmc Canada. May 02 2012 10:32. Posts 110 | Profile # |
| i think you need to make the middele of the map unbuildable or else terran can easily just leap frog but i havnt tested it. |
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| Taranok United States. May 02 2012 10:44. Posts 20 | Profile # |
On May 02 2012 10:23 Chef wrote:Very short main to natural to natural distances and no clear place for Zerg to take a third while giving Protoss and Terran very easy to defend naturals, logical thirds, and short, narrow attack distances. pretty typical beginner mappers attempt. Since you already know about BWMN, you should not be offended by that. Show nested quote +On May 02 2012 10:21 VGhost wrote: Looks more open than Desti, and that was what, Protoss or Zerg favored?
Desti is far, far more open... I am pretty sure the OPs map is not even 128/128. Desti also had expos far away enough from each other that attacking wasn't the same thing as defending.
What do you mean by attack on this map is the same as defending? btw, I tried to avoid something like destination. 
This map is 96x128.
would something like this help? + Show Spoiler +
EDIT: Actually now that I think about it, I don't think making the choke smaller would help.Last edit: 2012-05-02 11:25:54 |
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| endy China. May 02 2012 11:29. Posts 6233 | Profile Blog # |
On May 02 2012 10:44 Taranok wrote: Show nested quote +On May 02 2012 10:23 Chef wrote:Very short main to natural to natural distances and no clear place for Zerg to take a third while giving Protoss and Terran very easy to defend naturals, logical thirds, and short, narrow attack distances. pretty typical beginner mappers attempt. Since you already know about BWMN, you should not be offended by that. On May 02 2012 10:21 VGhost wrote: Looks more open than Desti, and that was what, Protoss or Zerg favored?
Desti is far, far more open... I am pretty sure the OPs map is not even 128/128. Desti also had expos far away enough from each other that attacking wasn't the same thing as defending.
What do you mean by attack on this map is the same as defending? btw, I tried to avoid something like destination.  This map is 96x128. would something like this help? + Show Spoiler +EDIT: Actually now that I think about it, I don't think making the choke smaller would help.
He means that you can just slowly push and expand on the way. You attack and defend your new bases without really moving your army, resulting in games not dynamic at all. |
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| 3FFA United States. May 02 2012 12:01. Posts 2715 | Profile Blog # |
I fully agree with Chef. But, for a new map making try, not too bad  |
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| Taranok United States. May 02 2012 12:23. Posts 20 | Profile # |
I guess this map is more geared toward PvT more than anything else lol.
I'm still gonna try to make some changes to make it better Thx for all feedback so far. |
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| Taranok United States. May 03 2012 10:22. Posts 20 | Profile # |
Updated to 0.4! changes in main post.
The third is way closer, but now its mineral only. |
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| -NegativeZero- United States. May 03 2012 14:32. Posts 599 | Profile # |
For the current ZvT metagame Z needs a fairly easy to defend 3rd gas, preferably with a narrow choke to defend. Try moving the 1 and 7 o'clock expansions back into the corners and creating a choke in front of them.
A bit more decoration/doodads might be nice as well. Right now the straight lines of sand look kind of weird, try to make it more natural looking.
Also, why do you say this is UMS? Looks like a normal melee map to me. |
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| sluggaslamoo Australia. May 03 2012 16:36. Posts 3603 | Profile Blog # |
| Oh man this map looks so fun to play split map on |
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| Taranok United States. May 03 2012 16:46. Posts 20 | Profile # |
On May 03 2012 14:32 -NegativeZero- wrote: For the current ZvT metagame Z needs a fairly easy to defend 3rd gas, preferably with a narrow choke to defend. Try moving the 1 and 7 o'clock expansions back into the corners and creating a choke in front of them.
A bit more decoration/doodads might be nice as well. Right now the straight lines of sand look kind of weird, try to make it more natural looking.
Also, why do you say this is UMS? Looks like a normal melee map to me.
It was UMS because it had a neutral building.
Also I am working on adding more deco, but also I need to fix layout first.  |
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| -NegativeZero- United States. May 03 2012 16:50. Posts 599 | Profile # |
| Neutral buildings can be added in melee too. Go into the Sprites menu, then Unit Sprites, then find the building. Make sure snap to grid is enabled in the sprites menu. |
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