Description:
This map is a fairly large map intended for macro games, with an easily accessible 3rd and a long rush distance, however rushes can still work because of the larger natural ramp, the gold bases will provide extra income, but as they lack vespene geysers the middle bases will be contested for tech advancement. Forcefields that can be destroyed by a massive unit provide an extra pathway to the third base. The center xel'naga tower is ideal for leaving a single zealot, zergling or marine as you get ample map control from the center tower.
Map Analysis:
The map analyzer isn't working on this map for some reason?!!
You can find this on NA under Redstone Plateau
This IS my first map, so go easy on me, but suggestions? aesthetics? balance ideas? feedback is appreciated!
Im new with messing with terrain, so I have 2 problems currently about cliffs
the first is that the cliffs will have max height and lowest height, no in between, what is my problem?
The other problem is that ramps wont add
Here is a video:
I'm using the standard one. All the changes I've made have been either on the map or in the data editor, and all of those have been reverted, but not if i test, only if i upload
I made a version of Condemned Ridge and edited it so it was a mod, however when I upload it to battle.net, it changes back to melee. This reverts all the changes I made, how can i fix this?
So my goal is to make a standard melee style game with 2 exceptions, the max food count doesn't stop at 200, it will go infinitely upwards, and I want upgrades to go to at least level 100, but infinite would be good too.
How can I do this? I am having lots of trouble navigating around the data editor, but the triggers are easy as I am a programmer.
0
Map Overview:
Map Information:
Players: 2
Size: 112 x 168
Bases: 10
Version: 1.0
Map Number: 1
Aesthetics:
Description: This map is a fairly large map intended for macro games, with an easily accessible 3rd and a long rush distance, however rushes can still work because of the larger natural ramp, the gold bases will provide extra income, but as they lack vespene geysers the middle bases will be contested for tech advancement. Forcefields that can be destroyed by a massive unit provide an extra pathway to the third base. The center xel'naga tower is ideal for leaving a single zealot, zergling or marine as you get ample map control from the center tower.
Map Analysis:
The map analyzer isn't working on this map for some reason?!!
You can find this on NA under Redstone Plateau
This IS my first map, so go easy on me, but suggestions? aesthetics? balance ideas? feedback is appreciated!
0
Im new with messing with terrain, so I have 2 problems currently about cliffs
the first is that the cliffs will have max height and lowest height, no in between, what is my problem? The other problem is that ramps wont add Here is a video:
0
@zeldarules28: Go
I'm using the standard one. All the changes I've made have been either on the map or in the data editor, and all of those have been reverted, but not if i test, only if i upload
0
I made a version of Condemned Ridge and edited it so it was a mod, however when I upload it to battle.net, it changes back to melee. This reverts all the changes I made, how can i fix this?
0
I want the harvesters to collect like normal, but i dont want the mineral patch to degrade... suggestions?
0
So my goal is to make a standard melee style game with 2 exceptions, the max food count doesn't stop at 200, it will go infinitely upwards, and I want upgrades to go to at least level 100, but infinite would be good too.
How can I do this? I am having lots of trouble navigating around the data editor, but the triggers are easy as I am a programmer.
Thanks for the help