broodwarmaps.net banner

BWMN Time
12/26/2024
12:52
News
new account
list users
Login:
name:
:PW.:
Replays
Map DB
ICCup
Map Access
New map
Edit map
 


Back to "beta" maps.   Show all maps.
Last update for (2)Lunar Saturation : 2009, 09, 13 23:13
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
3855 (2)Lunar Saturation 96*128kettobase2.4betaground

The map has been rated 23 times and got a total of 55 points
<<>>
Download
Melee

Observer

You can rate the map here. Chose a grade between 10 (best) and 0 (worst).
Comments:   GMCS (6 elements)


kettobase
1st map...

Beta version so balancing/decorations/patching up not fully done

Some misc info:

-x/y mirrored
-double gas are 2500
-all gasses are balanced for equivalent mining speed
-although the mineral only on the bottom looks like it has space on the bottom, it is not passable. However, it is possible to mineral hop a vulture through into the main (therefore also tank,dragoon, dt etc...)
-the area where the mineral hop can be done is not blockable by 1 building


appreciate any feedback/testing

thanks!
modified by kettobase
modified by kettobase
larjarse
I do like glitchable main, and I do like the concept you're trying to go for, however the entire map should be reworked. there is alot of weird, wasted space in this map, i'll make a gmcs comment. I don't think the middle is symmetrical either, the baliscalla.

If you fix this bad boy up, you'll have a map with peaks of baek-du feel with your own twist.
larjarse
the size of the picture uploaded only allowd me to comment on a quarter or less of the map
kettobase
Uploaded a smaller picture. *(in process of uploading an even smaller one lol)

I guess there's an art to keeping things from being cramped without wasting space lol.

The center believe it or not is symmetrically placed... at least as far as I can tell in scmdraft. It may feel a bit off because the basilica itself is a little screwy lol.
modified by kettobase
coV
Looks good, only thing I dislike is the design and the mineral placement, but it's your first map so it's okay.
kettobase
In response to GMCS:

-Fixed the "siege tank" spot
-Added a ramp to the double gas from the min only area
-adjusted positioning of the wall by the double gas/lower ground 3rd
-And yes the area behind the min only's work exactly the same on the top and bottom

to coV:

-what do you mean when you say you dislike the "design?" does that just mean you don't like the map layout in general or is it not visually appealing?
-How can I improve the mineral placement/what would the change in placement be doing?

JungleTerrain
Main formations are weird, copy Python's or something.
- Also, try to make the map a little more appealing visually. The eye does not like bland dull highground or linearity.
- The middle is a pretty basic and boring route from nat to nat, because the alternative paths distances are somewhat impractical.

and like in my map, it seems hard to muta harrass
modified by JungleTerrain
lMPERVlOUS
I really like this map, although I agree, the mineral formations need to be fixed up a bit.

I disagree about the middle path - I think it will play out great - there are a lot of extra paths which can be abused if someone overextends themselves.
coV
Yeah, I meant the visual appearance, the design can look better, but don't worry, if you keep making maps you'll get better and understand more of it.
kettobase
-Fixed up the mineral formations...
-Removed mineral hop, because I think the majority of people would dislike the pathing issues more than the minor aspect itself (I think...)

come to think of it... may readjust the red nat gas to left position if theres too much of a discrepancy in vulnerability between nat gasses.
coV
Then move blue's nat down then.
kettobase
-rearranged some resources again
-mended some things
thats all...
lMPERVlOUS
I went into the map and tested it. The resources are all the same types at a single patch - it looks ugly.

Also, there are some spots in the map that do look ugly.

I added some GMCS.

All of these things are easy to fix. Don't get me wrong. I like this map a lot - I just see some things that need to be fixed to make it an even better map.
modified by lMPERVlOUS
kettobase
-changed mins
-addressed ur gmcs comments: symmetry of basilica, high ground (i think) and fixed w/e holes I could find, mended as much of the ugly as possible :(

hopefully didnt create any more problems while fixing things hah.

thanks for your comments imp :P
lMPERVlOUS
Highground is still a little messed up. Open the map, and look around, to see what I mean.

Also, you forgot to fix the mineral formation at blue's nat.

A couple of the doodads mess around with the tiles in the game. I have pointed the ones I saw out. I'm not sure how you could fix this, other than moving the doodad/not use it.
kettobase
I'm not sure what to do about the sides of the basilica. Let me explain my problem:

The trouble with making that area completely blocked up is that one of the tiles on each side is a tile containing the top part of the light on basilica ramps. This tile also happens to be completely buildable/passable... therefore units will always be able to be dropped (a siege tank as far as I know fits exactly into 1 tile space) in that spot unless I want to butcher the aesthetics (it looks a lot worse than it does now even if when i do that).

I don't really know a lot about map-making... so is there a way to make that one tile unpassable/unbuildable so that I can make that nothing can be dropped there? Also, do you think that allowing units to walk into that area will affect the game play enough to need to change it? (honest question...)

Also, when ur refering to the high ground... are you referring the "true" basilica top area only or to the ramps of as well?

Thx for helping me improve heh
lMPERVlOUS
You could intentionally leave a gap on the high ground at the edges that are 2 squares wide (or 3, or 1, whatever is your choice), just to add that extra path. I would suggest it being larger than 1 though.

If you want to close it off completely, you could use unwalkable tiles with invulnerable neutral buildings over top. That is assuming that tile editing will not work without resorting to such a drastic measure. I think this may be a better course of action, because it will prevent a bunch of pathing issues.
Replays



Upload replay for this map
Add your comment:


Because of heavy spam on the map comments, it is needed to be logged in to post. We are sorry that this has to be done because nothing else stops spam bots
random map
  (3)Ürbän Wärfärë ..
Newest updates:
  (2)Taurus 0.78
  (4)Espresso 0.61
  (4)Nocturne 1
  (4)Radiance 1.0b
  (4)Desert Rose 1.1b
  (3)Tempest 1.3c
  (2)Urban Jungle 1..
  (4)CHEERUP 0.72
  (3)Starboy 0.60
  (3)Maya 0.60
MOTM
  • month 6:
      (2)Butter 2.0b
  • MOTW
  • week 2021.01:
      (3) Lambda 1.0
  • Main Forum
  • New B..(Kroznade)
  • Magna..(addressee)
  • No Fo..(Pension)
  • Share..(Shade)R)
  • Feedback
  • This s..(ubaTaeCJ)
  • Rotati..(triller1)
  • Off Topic
  • Real L..(ubaTaeCJ)
  • scm dr..(addressee)
  • Vetera..(ProTosS4Ev)
  • Starcraft 2
  • announ..(triller1)
  • STARCR..(triller1)
  • Search Forum
    Articles:
     
  • x  
  • How to make larvae spawn at the bottom right corner  
  • Worker pathing guide - How to debug and balance resour
  • Competition:
     
  • Innovative Naturals Competition  
  • Tourney Map Pack Aspirant Suggestions  
  • Maps That Need A Remake  
  • Think Quick Map Contest ($100 prize)