(4)Retribution II
by DeathToHumans (Watch for feedback, Add to favorites)
by DeathToHumans (Watch for feedback, Add to favorites)
Fixed some things like how p4's base had no ways down for ground units, also the map can now be played with USE MAP SETTINGS.
Players: 4
Map Size: 256x256
Downloads: 359
File name: (4)Retribution.scm
File size: 248353 bytes
Click here to download!
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Out of 2 voters, most think this map is Average!
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Other Submissions: |
| 1, jello12 | |||||||
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1. A little big for a 4 player map, some passages are too narrow, the square effects didn't work for me\ 2. POOOOOOR BLUE, RIDICULOUS SMALL SPACE, THIS LIKE DROPPED THIS MPA FROM AN EXP TO A AVERAGE!!! with work,(and more doodads) this map can be an exp! Please work on it and send it in again! |
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| 2, Dem0nS1ayer | |||||||
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Paths are too small, and this is 10x more than Tank Heaven. It's like "Oh look, there's an ant on the ground" <SPLAT> (The tank is a human and the poor units in the little pathways are ants.) | ||||||
| 3, jello12 | |||||||
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Demonslayer, you have a point there, seeing as when I was playing, It was Z and T VS P and T. The terrans did msot of the work, particularly the tanks. I guess I didn't notice that...I'd actualy say my poor lings were ants :-( | ||||||
| 4, illisid | |||||||
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you should watch some proleague videos. watching how they play and trying to understand what they are doing will help you refine your maps greatly. you should have made more changes to this map before resubmitting. GOOD: -your aesymmetry is astounding. it feels very blizzardy (something i always admire) -it looks like you tried to make strategical attacking locations. a good idea. - you did well on decoration. nothing looks boring or forced. you varied your terrain nicely. and i liked the bits of space debris at the bottom left that looked like interceptors ![]() BAD: -WAAAY TOO TIGHT!! it is near impossible to move a large army through the map. imagine the pain of trying to attack white from teals position. and there is no beating siege tanks on this map. -again, tanks. it would be very hard for a terran player to lose on this map. try to make it so each race has equal chances at winning. -many places on the map are very unnessecary. there are 'strategic' places for units to attack from, except from those positions there is nothing to attack. keep trying. i could see some good maps coming from you in the future ![]() |
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| 5, cmalberg | |||||||
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I don't see why everyone is complaining about how tight it is. So you tech to air and drop/harass Terran tanks. By managing your air units well, one geyser can last you a while. That simple. Can't expect every game to go the same (1st tier rush and the such). Maps like this keep players on their toes and learning new tricks rather than relying on the old standbys. Because the spaces are so small, it gives you some time to spot and prepare for oncoming ground attacks. This was great for Zerg, as a few burrowed lings here and there gives you easy vision. That said, the mains are just too small, especially for Zerg and Toss who rely on pylons and colonies to expand. Might want to address that. As for size, it is a little too big, as any possible rush for any race is pretty much ruled out. All in all, I don't feel that this is entirely balanced. Only possible solution for tight quarters and size that I see for Protoss is teching to Templar and DT, which can be spendy, and one quick scan and DT are toast. Every time I played it turned into a vespene intensive match, and there just isn't the supplies. Fix the mains, cut some of the double geysers and maybe add some all by their lonesome. Average. |
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| 6, jello12 | |||||||
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Didn't anyone notice poor player 2's starting place =/ | ||||||
| 7, psychocutter | |||||||
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I noticed it!! Long bridge gives it also a horrible disadvantage because just before Player 2 reaches the other side and settles an expansion, he's already fried by others! --AVERAGE-- I forgot to mention the minerals in game, most of them are consisting of Mineral Type 2. Only a few are Mineral Type 1. I suggest combine them all in an area. Example: 9 minerals = 4 Mineral Type I, 2 Mineral Type II and 3 Mineral Type III |
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