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Last update for (2)Eden1.3 : 2007, 05, 23 14:54
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
2104 (2)Eden1.3 128*96DeSade2.4experimental

The map has been rated 8 times and got a total of 19 points
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Comments:   GMCS (2 elements)


tktkvroom
Change type to experimental I'm betting, defenetly a T map seeing as how they can just lift off anything like the cheap ass that they are. Might wanna make main island a tad bit bigger cuz thats just pushing it. Nice concept. Middle of map is screaming SEX. idk if you need those little crystals though. Might wanna add some more deco in those expos with the x'nalga thiny blocking 1 door
DeSade
Tell me what you think about it.
I wanted to make sth in the way those promaps are designed lately although I dont like the Superfight ones.
Cant tell if its balanced but i spent almost as much time thinking as creating this map.
So give me some constructive criticism plz.
This map has to work!

Main is not an island btw
modified by DeSade
tktkvroom
is there modded ramp down the raised jungle? IDK ima test this shit today :D
RaDiX
Hmm... I love the middle :). Don't like the forests in corners, delete them. how much are the min blocks?
DeSade
Modded ramps, right.
I think there are raised jungle ramps in the jungle doodads already, but only one version and it doesnt fit in my map due to the angle.
I like the forests so they stay (if not proved bad for the game).
Min blocks are 40 but maybe I`ll reduce them.

modified by DeSade
NastyMarine
Very cool :)
Antares
oh i was waiting for these ramps since i downloaded scmdraft and recognized those :)

good work, i like the mass doodad style and the forests, maybe more of them needed, not so coherent in this stage
Testbug
wow, and an other wow.
DeSade you are my god from now on.
i love your warcraft style trees, and map structure is quite good.
(i hate your mains, what are thos 40min for? will a zerg build a hatchery there only for macro or having space to evo.chambers or something?)
DeSade
Big thx

Concerning the mains:
as you can see each main has 2 entrances and by blocking them with mins I allow P and Z to go for a quite safe FE I think (at least hope so ^^. I`ll add some reps next week if I find time to play)
modified by DeSade
modified by DeSade
boongee
this looks cool but as a melee map... I don't think it's that good, which is unfortunate
boongee
also, heh @ minerals on ruins
ScoutWBF
Does the gas disappear when the extractor/etc. is destroyed? Cause it is on unbuildable ground, so I'm just askin.
DeSade
minblocks = 32


modified by DeSade
flothefreak
can you even build an extractor there?
DeSade
You can.
Alumni
the ramping in this map is fuckin sick nasty dude, like wow.. :-o
desade
Ok removed the high raised jungle in mains cause it produced some pathing problems.
And I played some games vs flothefreak.
We were mostly random and the map is really unexplored yet so maybe they look kinda newbish.
But you should get some impression of how its like to play this one.
I'll add some more soon.

Cant upload all reps.
Message like: "You did not upload a replay or your file is bigger than ..."
modified by desade
modified by desade
flothefreak
the map is real fun, because it offers so many possiblities. but as it is quite experimental, you cant yet speak of structured games :D
Lancet
I tried to watch the replays with BW Launcher but I can only see the game from Desade's point of view with him controlling the cursor in the screen. Am I doing something wrong?

Also, DeSade, what the heck did you do in that central part of the map? When I open the map in scmdraft2 it looks like a pit surrounded by vegetation with no ramps and some strange sprites surrounding the pit. When I play the map there is a tree cover and units can get in and out. It looks great but how did you do that?
modified by Lancet
desade
Type: /fpplay off (while watching the rep)

The tree is basically built of doodads and sprites with low ground in the middle so that you cant walk through the tree (You can however hide under the spreading branches and leaves)
modified by desade
Lancet
Thanks for your reply, but I am puzzled. When I open the map in scmdraft2 all I see is a pit, there are no branches or leaves.
desade
Cant explain that.
Maybe I did upload wrong version.

Just realized that units can walk through the tree.
I'll try to fix it.
modified by desade
Lancet
Sorry for the confusion, let me explain.

When I open your map it is OK, there are branches and leaves and so forth in the center. When I open THE SAME MAP with scmdraft2 there is a pit where the branches and leaves were. Also there are some sprites I have never seen before in between the crystals (it is hard to describe their shape) but they don't show when I open the map in play mode.
desade
seems like some bug (I put birds between the crystals)
DeSade
Slightly edited.
The nats should be easier to defend now (you can take them in different ways).
Disruption webs should prevent some major cheese, especially in zvt (this is kind of a "cheese map",
but still balanced i hope)
And I uploaded some reps, more to come.
(Don't blame Flo for messing up a bit, this map is really difficult to "learn")
flothefreak
lol dont protect me :s
it IS kind of hard to adapt to the map. but still very funny and cool map.
spinesheath
I added some GMCs about this map's extended terrain (especially check out the one at the top left). Just a few out of the many. I'd like you to care a little more for detail, don't just illegally place doodads and cut off cliffs awkwardly that way.

What was the reason for placing all those trees on the raised jungle, especially in the bottom left and top right corners? If it was to prevent tank drops, you failed. Not even can you still drop many tanks, it also is very hard to counter-drop and the tanks get an additional bonus because of the trees.

Overall I don't think you needed THIS many sprites; You probably could have created the same effect, if not better, with only half of them.

Apart from that the map seems very interesting. But if you add in fancy stuff which is mainly for the looks, please do it properly.
DeSade
Thx you're right about the tanks. I have to figure out something for that.
I really wanted to give this map a special look along with it's special design. And If you do sth "new" you usually make mistakes. So thx for pointing them out. Hope I can give this map a final status soon.

spinesheath
You might consider using water, replace the outer temple wall with it so that it goes right next to the XelNaga Temples.
DeSade
Uploaded some more reps!
Sadly I often forget to disable fprecord in pplug.
So well... I cheated and zipped the files then renamed to .rep. :(
(see replay comment)
The reps show that this map maybe T>Z.
Any suggestions how to balance?


modified by DeSade
DeSade
Hi it's Eden again ^^
I wan't to stick to this map until it's really finished so I got some questions for you:
Don't know if some of you watched the reps (I'm quite lazy there too), but they show that the map might be T>Z (some nice reps btw). All other mus are fine I think.
I came up with the idea to put an additional gas at the bottom of the nats (near the xelnagas) to push zerg.
Plz give me some respond if you get what I mean.
And I will redo the forests in the corners as spinesheath pointed out.

Btw can someone explain to me how to use gmcs?


modified by DeSade
Replays


--desade vs flothefrak(1on1, 1.14)
--desade vs flothefreak(1on1, 1.14)
--desade vs flothefreak(1on1, 1.14)
--desade vs flothefreak(1on1, 1.14)
--desade vs flothefreak(1on1, 1.14)
--desade vs flothefreak(1on1, 1.14)
--desade vs flothefreak(1on1, 1.14)
--desade vs xiaonan(1on1, 1.14)
--desade vs xiaonan(1on1, 1.14)
--desade vs flothefreak(1on1, 1.14)
--desade vs flothefreak(1on1, 1.14)
--desade vs littlewishuO_o(1on1, 1.14)
--desade vs FA_Bamberg(1on1, 1.14)
--desade vs FA_Bamberg(1on1, 1.14)
--desade vs FA_Bamberg(1on1, 1.14)

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