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Forum - main
revolutionaries
page: 1 2
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This should be us you guys. Not necessarily the wacko bridge that I don't think anything can walk on, but instead the like 6 layers of high ground terrain, that's awesome!

I think we need to be the frontrunners with this kind of stuff, it's important, it catches people's eye. But we shouldn't just be making one thing, we should be incorporating it into a map.
2006, 05, 27 19:44
that is nothing revolutionary actually. those creations of several highground levels, buildings and temple structures have been done ~2years ago. it is just that the use is limited for meleemapping. it looks great, that's the onbly thing
2006, 05, 27 19:54
holy shit.. speechless.. the the thing is.. damn that looks nice.. :/ haha

it can be done... its jus that, these types of terrain layouts suit best for a ums game tho i wuldnt mind doing it for a melee..

takes lot of concentration and not to mention time to do that sort of thing.. not saying no 1 here doesnt have the talent but i cant see myself doin suttin like this unless im getting lots of recognition for suttin like that :) haha

idk maybe we shuld tackle suttin like this
2006, 05, 27 19:54
i gotta tell ya flo.. im not trying to start an arguement but u seem to take everything away from suttin that shuld be recognized as revolutionary or jus down right new ideas. its kinda disheartening imo
2006, 05, 27 19:56
Looks amazing, but I can't see something like this fitting well into a melee map, except for extreme decoration maybe =/.
2006, 05, 27 19:57
We have to be careful when doing like this for Melee maps. Because many of these things are sprites and if we use too many, it can make the game laggy midway through. Even units like Valkyries will become obsolete because their missiles are sprites. And since every game can only contain a certain amount of sprites, valkyries cannot shoot anything. And this also applies to other units. All of tihs is fine with UMS maps because the games can be careful to avoid going over the sprite limit, whereas with melee, games are totally arbitrary and unpredictable.
modified by MillenniumArmy
2006, 05, 27 19:59
there it is, the first thread with some basic builds.

http://forum.ingame.de/broodwar/showthread.php?s=&threadid=75964

there has been another one with better pictures, similar to the ones in the topic. but i cant find the second thread. there has also been a lot of stuff with sprites, like this:

2006, 05, 27 20:00
God...ly? And this is in a melee map? That looks really sick. It's funny how we cram all this beautiful artwork into good old sc using only the tools that are available.

LT version gold :)
modified by Arden(WoF)
2006, 05, 27 20:14
i personally dont like the all those sprites.. the actually rocket/waterfall animation is pretty nice but most of these ideas are unnecessary which i think flo mite be getting (concerning on how its not new) i feel the same if thats the case
2006, 05, 27 20:23
That pic was originally from Staredit.net, I remember seeing it the day it was revealed. But those things on that map are also unnecessary for a melee map. They hurt the map instead of benefiting it.
2006, 05, 27 22:17
See I just think that's awesome. Maybe it doesn't have anything to do with the map, but that waterfall alone gets 10000000x more notice than any of our maps.
2006, 05, 28 00:07
i dont see greatness.. i see detail trying to make up for the balance :)

actually that looks like a ums from the look of the thumbnail pic.

those special terrain features dont do much other than make it look good and make up for crappy balancing imo .. i'd rather work on suttin less experimental.. but i must say if i have the time i will experiment with making at the most, one extra highground and see how it works out.
modified by NastyMarine
2006, 05, 28 00:20
It's LT Nasty :P
2006, 05, 28 00:37
damn.. it did look familiar lol .. i assumed so b/c there was no buildings etc..
2006, 05, 28 01:09
Yeah but they have a huge temple wall in the middle.
2006, 05, 28 04:05
Haha, I remember that waterfall on SeN too. I forgot who made it, though. DK? But yea, I feel they are unnecessary too, because what if someone is so entranced by the waterfall and stare at it and forget about the reaver popping all of his SCV?
2006, 05, 28 04:15
All of these custom terrain that the UMS community is doing is primarily just to make the atmosphere look good, not to enhance the gameplay. The custom terrain that we meleers must do to our maps has to be the latter one.
2006, 05, 28 04:31
Okay, but let's talk about somethin' real fast. Let's say you have two pieces of highground dirt, and water between them. Would you rather connect them with a layer of high dirt or a kick ass custom highground bridge? Personally I'd rather have this.

Honestly, most gamers aren't going to recognize any subtle nuance or change in gameplay. In the words of a well known StarCraft-playing doctor "SC gamers have the attention spans of fruit flies"... so they're more likely to take note of a crazy terrain mod than a slight imbalance on a map.
2006, 05, 28 05:14
Is that picture you posted in one of starparty's map?

Yes that one is great
2006, 05, 28 05:36

=/
modified by Arden(WoF)
2006, 05, 28 05:37
The picture I posted is my attempt at the bridges, but yes, I used Starparty's map Interception to model my own bridge. But that bridge is mine, and I'd way rather have it than a simple highground connector.
2006, 05, 28 08:01
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