Navigation: Home - Users - BrotherGreen

BrotherGreen (Section Moderator)
Section Moderator
Send a message to BrotherGreen.

The following are documents submitted by this user:
# Document Channel
1 (2) Desert of Duels Maps
2 (2) Dual Platforms Maps
3 (2) Reconciliation Maps
4 (2) Sahara Plains Maps
5 (3) Tri-Convalution Maps
6 (4) Ancient Battlefield Maps
7 (4) Ancient Battlefield Fix Maps
8 (4) Four Corners Maps
9 (4) Frozen Wasteland Maps
10 (4) Frozen-Wasteland Maps
11 (4) Glittering River Maps
12 (4) Rhynadons Cavern Maps
13 (4) Rudimentary Flair Maps
14 (4) Scattered Islands Maps
15 (4) Spring's Coming FINAL! (BG is back!) Maps
16 (4) Symmetrical Map by BrotherGreen Maps
17 (4) Vezer Maps
18 Using Infantry - and Bunkers Strategies
19 Baldrunes Platform Maps
20 BrotherGreen vs Random Replays
21 Desert of Duels Final Maps
22 Desert of DuelsFINAL Maps
23 Melee 1.1, The Basics Tutorials
24 Melee 1.2, Doodads Tutorials
25 PvP BrotherGreen shuts down proxy Replays
26 Winding River By BrotherGreen Maps

The following are comments posted by this user:

#1. Posted on June 30, 2008 02:40 AM.
Hey thats not so bad for your first map. Try to take it a little easier on the mineral patches per base. ...
Click here to view this comment.

#2. Posted on June 30, 2008 02:39 AM.
Well made map, but i'd suggest making the filename match the gamename in the future, it helps people find the map easier in their databases. ...
Click here to view this comment.

#3. Posted on June 30, 2008 02:35 AM.
I would like to point out that on melee setting, those buildings you placed will dissapear. ...
Click here to view this comment.

#4. Posted on June 26, 2008 10:16 PM.
Ah my old friend, your right! First of all, on 3 player maps its best to have all three bases off of corners, not just have 1 off of a corner, its just balances the whole thing to start with. Trust me. Make your chokes even, and blues definately larger. Reds is weird too. Theres no naturals. You know better. 1 geyser per base. Period. A ton of open space, fill it in and make your map unique, not just simple and functional. Dont clump doodads. Thats lazy. Thats all for now. He ...
Click here to view this comment.

#5. Posted on June 26, 2008 10:13 PM.
Im quite pleased with the map, now that I can see it Well done. ...
Click here to view this comment.

#6. Posted on June 22, 2008 02:11 PM.
Hey, why play melee when you can play SUPER MELEE . My only quarrel is the different sizes of chokes. ...
Click here to view this comment.

#7. Posted on June 05, 2008 04:44 PM.
This map needs some work, and thats fine because your new. Hopefully you will get the critisicms you need from other accomplised mappers on this site . I can point out off the top of my head, briefly.. You have no expansions.. Too many minerals at home base. If its 3 player the bases need to be even distances. ...
Click here to view this comment.

#8. Posted on June 05, 2008 04:42 PM.
Im not a huge fan of it, but its alright. Your main chokes are a bit too small though. they're the same sizes as the backdoors. ...
Click here to view this comment.

#9. Posted on June 05, 2008 04:40 PM.
Holy christ that terrain must have taken forever. ...
Click here to view this comment.

#10. Posted on June 05, 2008 04:37 PM.
This map needs some work, and thats fine because your new. Hopefully you will get the critisicms you need from other accomplised mappers on this site . I can point out off the top of my head, briefly.. You have no expansions.. Too many minerals at home base. If its 3 player the bases need to be even distances. ...
Click here to view this comment.

#11. Posted on April 17, 2008 02:29 PM.
This map needs a lot more work and detail. Theres very little there! No expos, nothing!. Poor! ...
Click here to view this comment.

#12. Posted on April 10, 2008 10:39 PM.
I had to approve it first Now it'll hit the new maps list. Feel free to browse other people's maps and review theirs - that'll boost the chances they look at yours ...
Click here to view this comment.

#13. Posted on April 06, 2008 12:51 AM.
Hmm, i've approved this, but theres many things to be modified here. first of all, while the map is not too small, as kvil0 suggests - the bases are too small, and lack the minerals to efficiently start. You need 8-9 patches per main base, and 7-8 per main expo, as a guideline. Also, Putting the bases in that type of triangle leaves teal very prone, while blue and red get more space. Make it an even triangle if its a 3 player map. I can see many spots on the map where it looks like you ...
Click here to view this comment.

#14. Posted on February 28, 2008 09:22 PM.
Not bad map. Good structure overall. Nothing too wrong, nothing standing out though. One thing is that its a 4 player map with few expos. I'd much rather see those 2 double-geyser middle expos converted to two seperate expos with 1 gas each. Overall good! ...
Click here to view this comment.

#15. Posted on February 19, 2008 10:28 PM.
Not bad, interesting backdoor. I can see turtling dominant on this map thanks to that middle area. And the bases may be a teeny weeny bit on the small side. Also try adding a patch or two to nats. Overall good. ...
Click here to view this comment.

#16. Posted on February 19, 2008 10:26 PM.
I dont like it. Interesting design to be sure, but the choke is so tiny, leading to 2 expo areas... Or you can go to your protected natural.. Not good. Overall map though, not bad. ...
Click here to view this comment.

#17. Posted on February 17, 2008 05:44 PM.
While the terraining is very very nice, its completey imbalanced. Bases (if you could call them that..) are tiny with multiple chokes, you have way too many minerals to begin with. Most of the map is very tight together, making it very hard to move around efficiently. ...
Click here to view this comment.

#18. Posted on February 10, 2008 07:01 PM.
Well.. thats my view on life... haha anyway, theres some things to modify here. Take it easy on the doodads You cant have rocky ground in a choke - people need the option to block. Take that big square outta the middle its only clogging things. Each base needs a natural expo, and the ones that are there are... lacking in the least. Just work on the map =) ...
Click here to view this comment.

#19. Posted on February 09, 2008 01:37 AM.
Im not a huge fan, but okay. ...
Click here to view this comment.

#20. Posted on February 09, 2008 01:35 AM.
While its... cute... Take the writing with blocks/terrain out Its only going to lag things up on an already laggy map... ...
Click here to view this comment.

#21. Posted on February 08, 2008 07:51 AM.
Actually, those were copy/pasted Smooth. ...
Click here to view this comment.

#22. Posted on February 08, 2008 07:42 AM.
My only comment is that i'd set the Music on/off selection default to OFF, as to lower lag in a game that will create enough of it own lag. ...
Click here to view this comment.

#23. Posted on February 08, 2008 07:39 AM.
This is probably your best map i've seen so far. Take those holes out of the mains. they dont look pretty, they're just annoying. Also, your choke by your natural is a little too closer. Make the choke a little farther from the base (not much) just so that it wont totally clog stuff up. Also, stop using the -EXACT- same doodad all over the map. All that shows is a lack of effort... exc. (Could be a litttle better though) ...
Click here to view this comment.

#24. Posted on February 06, 2008 10:36 PM.
Eh... I guess so... --' ...
Click here to view this comment.

#25. Posted on February 06, 2008 10:33 PM.
Im going to be honest with you, I hate those campaigns where the goal is to eventually reach a point and/or kill all the buildings, of which there are many more than there are of you. We'll see how this all plays out, I guess.. Average. ...
Click here to view this comment.

#26. Posted on February 06, 2008 10:31 PM.
Interesting play on the first mission of Brood War. Could use work.. I'd like to see a definitive staging area sort of thing for the toss - and maybe make the scattered protoss rescueable as opposed to owned. Not bad. ...
Click here to view this comment.

#27. Posted on February 06, 2008 10:28 PM.
Apply my comments on Red vs Blue to this map. Also, you need a proper defendable chokepoint for each base. below average. Work on it mate! ...
Click here to view this comment.

#28. Posted on February 06, 2008 10:25 PM.
A lot of things wrong here with this map. But its got potential. First of all, reduce your doodads in your base. Be more creative and make the few you use count, as opposed to massing them for effect. you need more room around your ramps. Each base needs a natural. A natural is an expansion right outside the base. Reduce mineral patches at start locations to 7-9, and put them in a godamn line, and use different patches. Make it look nice! No expo should have more than 9 mineral p ...
Click here to view this comment.

#29. Posted on February 03, 2008 09:38 PM.
Again interesting concept with a ... laclustre followthrough. Notice the lack of terrain difference, lack of doodads. I'd fix those natuals so they're proper, isntead of having the patches thrown around. The sizing is all correct, just put more effort into aesthetics - and fix those naturals. Average, for now ...
Click here to view this comment.

#30. Posted on February 03, 2008 09:35 PM.
Much better, but now each nat only has 5 mineral patches. I see room there for a few more, which would help. But either way its much better than before. Small changes - big difference. ...
Click here to view this comment.

#31. Posted on February 03, 2008 01:04 AM.
Isnt this very similar, if not just a mirrored version of a different map of yours? Anyway... not your best work I guess. Keep on truckin' ...
Click here to view this comment.

#32. Posted on February 03, 2008 01:02 AM.
This is an interesting map and a nice idea, but i'd rather see some better follow through.. My problems are as follows: Your bases are way too small, I understand your going for the bloodbath type of thing, but the bases on bloodbath are atleast twice the size. Remove 1 geyser from each base. 2 is imbalanced. Use more than 1 type of mineral patch, thats just ugly. Other than that, this could be a pretty interesting map. Please re-do it! I want to see the finished product. I'll give ...
Click here to view this comment.

#33. Posted on February 01, 2008 05:50 PM.
I really have very very few complaints for this map. I like this better than most/any of your others. I dont like how, where you have the double-wide ramp cliffs, you have a hole in the middle. Its just unnessecary... Just outside bottom left's base, theres a skeleton that could effect gameplay, top right has no skele. I'd rather not see the rocky ground outside the nats, but its not a big deal. Other than your shitty middle area, this is a really good map. Exc. ...
Click here to view this comment.

#34. Posted on January 30, 2008 02:45 PM.
Was this the Me+you vs proto+Vez? Haha what a dumb game --; ...
Click here to view this comment.

#35. Posted on January 30, 2008 02:44 PM.
For your first map its not bad I guess. Make sure all your mineral patches are accessible. I didnt playtest it so I dont know if your AI's will work, but on the whole, its averageish. Work on not making repetitive bases (I.e mass sunkens and olie's). Keep working on your stuff. ...
Click here to view this comment.

#36. Posted on January 30, 2008 02:37 PM.
Not bad, the terrain is pretty damn tight though. I wouldnt mind seeing you edit the terraining a bit to make sure its all atleast useable. ...
Click here to view this comment.

#37. Posted on January 30, 2008 02:30 PM.
Put more time into balancing your maps, and more time into where water meets dirt - it looks quickly done. + what titan said. ...
Click here to view this comment.

#38. Posted on January 28, 2008 05:21 PM.
Not bad You went a little doodad-happy though. ...
Click here to view this comment.

#39. Posted on January 27, 2008 05:41 PM.
I like the look of it, mostly, so far. Im going to playtest it now. Ill get back to you. ...
Click here to view this comment.

#40. Posted on January 27, 2008 05:35 PM.
I like the terraining, but I dont like how you've done your nats at all. I'll give you a good for the map overall, buts its the gameplay factor that brought you down from an exc. ...
Click here to view this comment.

#41. Posted on January 21, 2008 11:06 PM.
I think so too, harbringer. I felt good after doing the bases, but when I headed to the center area, I was just like.. uhh.. well.. hmm.. Pretty water formation! Remember, first one in months PS:The bases are pretty even, just different shapes. ...
Click here to view this comment.

#42. Posted on January 20, 2008 07:10 PM.
Split cliff looks better. I still dont prefer the two ramps-thing. Meh. Cant have two geysers at one expo... It looks really ... spread out. Like nothing much goin on in the center. I'd probably add 1-2 patches on the side expos (not the ones attached to bases, the ones on the middle) Otherwise its looking good. I'll go with exc because you've put some extra work into this one. Could still use a few patchups though. GJ ...
Click here to view this comment.

#43. Posted on January 20, 2008 02:47 PM.
While I dont mind the up-down-up-down type of thing your going for here, the design butchers gameplay. This map could be good with some editing. First of all, the two-entrances thing isnt good - at all. Teal could attack red from two different ramps, and if that guy was terran, then good luck trying to block. On the other side of the terran coin, the ramps heading into the center meet another ramp going up, leaving a small section in between where units could only stream in and out of. GG ...
Click here to view this comment.

#44. Posted on January 20, 2008 02:40 PM.
For the most part im pretty pleased with this map. Its aesthetically pleasing and well balanced I think.. The bases are a little small, and there could be a bit more room for nat area/choke area... One nat has 6, one has 7 patches. Easy fix. I'd rather see those two corner expos as islands as opposed to choked off areas, becuase theres already enough land-accessible expos on the map. Those two side expos, split by the cliff. The ones on the right are both right beside the cliff - and ...
Click here to view this comment.

#45. Posted on January 20, 2008 02:35 PM.
I'll be honest, I didnt want to approve this. You should take a look at some pro mapper's maps before you make your next one. First of all, center your start locations on the mineral area, instead of having the minerals off to the side. Theres not really even bases... just large islands... Ahh I dont even know where to start... Please stay encouraged to continue mapping though. I'd like to see you become a much better mapper, I can see it. ...
Click here to view this comment.

#46. Posted on January 18, 2008 05:56 PM.
Hmm. Titan's totally right, about the sizing. ...
Click here to view this comment.

#47. Posted on January 13, 2008 03:46 PM.
No way. Finals is ahzz/lammy vs the MYM fansite. ...
Click here to view this comment.

#48. Posted on January 12, 2008 01:40 AM.
Why do brown and blue have ramps while some others do not? My friend you are a skilled terrainist, but refer to your map Mansurah for balance issues. You need to make maps even for all players. Another average. ...
Click here to view this comment.

#49. Posted on January 12, 2008 01:39 AM.
Hmm, while symmetricallity is not a neccessity, balance is. It seems to me you made all the expos in the map just willy-nilly, not thinking of core stragegies and balance at all, not to mention all the bases have completeley different values. I like your choice of terraining, unlike what joshy here says, it doesnt need to be upper-lower level at all really, other than chokes. Just take a look at some pro maps, figure out what a good map needs, and you'll do fine buddy. I'll give it an a ...
Click here to view this comment.

#50. Posted on January 09, 2008 07:36 PM.
Im sure the reason I rejected this map teh first time was that it was corrupted somehow. I have two things with this map. I'd rather see not total rocky ground, patchy might be better. All rocky ground means a terran push has no turrets, which means no detection. I'd also rather see the minerals on the opposite side of the bases. Like up against the wall. I didnt give it a super hard look, but make sure all the corridors into the bases are of equal width. This map is overall pretty well ...
Click here to view this comment.

#51. Posted on January 08, 2008 06:03 PM.
Interesting map. Did you make it? I recall playing on similar on Battlenet. I didnt like it too much, but it probably applies to a genre of people ...
Click here to view this comment.

#52. Posted on January 08, 2008 05:52 PM.
I do indeed like this one a lot better. I can see terran doing a lot less good on the map before, especially because of the more open space. Very good variation between dirt, ruins and grass, and such. Very pleasing to look at. I still hate your ramps. I dont like the middle.. the surrounded-by-wall thing just doesnt tickle my fancy . The bases are on the small side.. Much better than before. I'll give you an exceptional because of the difference. I'd like to see those bases la ...
Click here to view this comment.

#53. Posted on January 08, 2008 05:43 PM.
Actually, that may have been my editor. When I first opened it, it said there were 2 misplaced items, so the ramp dissapeared when I viewed it. Nevermind that comment ...
Click here to view this comment.

#54. Posted on January 07, 2008 10:25 PM.
Again I see turtling being very prevailant here. First of all i'd shorten the skinny cliff by bout 4 cubes, then it wouldnt be able to be used for tanks quite as it could now. Never have 2 gas expos. Why are your expos constantly incredibly close together? I like the map aesthetically, other than the fact you forgot blues main ramp . Im also not partial to the split-natural, not that it causes much changes, but its harder to harass. 'good' from me. ...
Click here to view this comment.

#55. Posted on January 07, 2008 10:20 PM.
Nicely completed map... I'd suggest 2 things A. Letting the player know before hand theres more than 1 area to fight per round B. having enemies spawn farther back, because half your units are getting attacked while the other half move down the ramp. Simple changes affect gameplay quite a bit. 'Good' from me. ...
Click here to view this comment.

#56. Posted on January 07, 2008 08:46 PM.
Aesthetically: You could have done a lot better. Its hard to see the base lines, and those ramps are but uggly. Most the the map is one type of terrain. Doodads are... satisfactory I suppose. Balancing: Dont have every expo have gas, for example on 9 and 3, have the lower ground one be no gas. Another note there, I wouldnt have those two expos so near... way too easy for expo Protected 2nd nat (with gas I might add) = NO. bad! BAD! I forsee mad turtling. Average. ...
Click here to view this comment.

#57. Posted on January 04, 2008 12:48 AM.
Protected naturals are a nono No. No No. I like your terrain, its very nice, and mostly your doodad choice - except for when it starts to clog up a lot like at 12 and 6. Make your expos equal. If you have 2 here, make 2 there, etc. It needs to be even for all playes. If you have bridges on two sides, it needs to be on 4 sides, even if the bridge is widened, you still cant build on it, this choking. Average/good from me. It needs work, but you get good because I like you ...
Click here to view this comment.

#58. Posted on January 04, 2008 12:42 AM.
I've approved these two maps, but they made it by barely. I'd like to see more of an actual campaign in a campaign map - not just a kill-all-this-stuff sort of thing. I'd also like to see much better mineral placements, way less geysers, and far better base set-ups. Massing turrets and mines with no appaent range or reason just takes longer to kill-all and doesnt really add to everything. Work harder to make things interesting. Make people want to play. A below average on both from me. ...
Click here to view this comment.

#59. Posted on December 27, 2007 02:14 PM.
Its not a bad concept for a map I suppose, except that the player on the offensive can seige the defender quiiite easily. Cliff advantages are nice. All of what Titan said was correct.. Perhaps with better spacing and moving your expos around this could be an alright map. ...
Click here to view this comment.

#60. Posted on November 26, 2007 12:31 AM.
The banelings look interesting, and I sure hope those leathery-lookin wings on the mutas dont lat it up too to much ...
Click here to view this comment.

#61. Posted on October 28, 2007 12:16 PM.
I like the idea, and I hope it works boys... ...
Click here to view this comment.

#62. Posted on October 16, 2007 11:13 PM.
Must again agree with titanwing. The low ground in the center, surrounded by a bunch of cliffs... kind of seems redundant. Personally myself I disapprove of modifying ramps or bridges other than rotating the regular maps. OVerall the map is good, but The middle is... odd. Exceptional either way. ...
Click here to view this comment.

#63. Posted on October 16, 2007 11:09 PM.
Titan is quite correct. No decent in his right mind would play this map because someone could simply protect that bridge and cut off the other person. You may want to consider revision the entire area and using "land bridges" (Not actual doodad bridge). You did a well enough job with your terrain, although you may have over-doodaded - but its a nice feel. ...
Click here to view this comment.

#64. Posted on October 01, 2007 07:21 PM.
Okay... This narrowly made it by my inspection. Theres a lot of stuff wrong here. First off, 6 patches at the mains is just not acceptable. Red's base is defended by a doodad bridge, while blue's is a land bridge. Doodad bridges are wayyyy easier to defend and are smaller in general. Red has no natural, and blue technicnally doesnt really either - but atleast theres an expo there. The platform in the middle is crazy random, and whats with the size choice? THis map could be a lot better - I ...
Click here to view this comment.

#65. Posted on September 27, 2007 10:36 PM.
Gotta go with titanwing. Well-done terrain and such, but you have to add in gameplayability (My made up word of the day) ...
Click here to view this comment.

#66. Posted on September 18, 2007 09:07 PM.
Im p4nzer in this ...
Click here to view this comment.

#67. Posted on September 18, 2007 09:06 PM.
Very well created, I havnt too much to say about this. ...
Click here to view this comment.

#68. Posted on August 29, 2007 03:04 PM.
I think this was me vs ixion... Or qoob? ... Not sure... Someone from swbk though. ...
Click here to view this comment.

#69. Posted on August 29, 2007 02:59 PM.
Definately not your best work. For one, you need to fix the ramp on the upper-left base. It cant be that close to the cliffs or it will obstruct a little. Also the ramp on the bottom-right base I think could be a pixel or two wider.. I also see that you could have done the fringe cliffs of the base a little more asthetically pleasing... Dont ever have two geysers at an expo (top right and bottom left) Upper-left's Natural's gas is right beside the exit, whereas Bottom Right's is not. ...
Click here to view this comment.

#70. Posted on August 28, 2007 01:49 PM.
Hmm, its a very good map indeed. I like your aesthetic use of cliffs, its nice. The only thing i have with the map is that the middle is so barren and everything is cramped off to the side. While thats obviously the point, its still ugly and most of the gameplay will be on the fringes of the map - rather than using the whole thing. Still an exceptional from me.. ...
Click here to view this comment.

#71. Posted on August 27, 2007 04:41 PM.
I dont have the time to throw a comment on here for this, but I will later tonight. ...
Click here to view this comment.

#72. Posted on August 27, 2007 04:40 PM.
That was a pretty out-of-context post there, Clanky. Also, the best mapping device is always debateable. ...
Click here to view this comment.

#73. Posted on August 27, 2007 04:38 PM.
Okay so, as far as the map goes its pretty good, I like the varied use of terrain over the entire map. Its fairly balanced, I think the naturals could be tweaked to different locations, but they shouldnt be that big of a deal. Problems... -I dont like how you set the kakaru's... just an opinion I guess. -The top right cliff expo has 1 more patch than the bottom left cliff expo, also, the upper ramp of the bottom left cliff expo is pointless and ridiculously poorly placed. Either have both ...
Click here to view this comment.

#74. Posted on July 20, 2007 02:19 AM.
To be honest im suprised this was accepted... Not that its beyond terrible, but it doesnt look like you put much time into it, and its very clear its your first. But we here at sc.org are here to help and encourage new mappers to get started. Lesson #1. When making a melee map, dont put down a command center or hatchery, just put the starting locations. The game will put whatever race you choose's main building and 4 workes there for you. Secondly, each base should be moderately defined as ...
Click here to view this comment.

#75. Posted on July 20, 2007 02:08 AM.
A few things... To start off imma say that 1v1 maps made in this fashion (as opposed to top-bottom or side-to-side) are harder to do. Although it wont lose you marks or anything, I really DONT applaud of manipulating ramps (Although I am okay with turning them around... What kind of idiot at blizzard came up with 2 ramp directions instead of 4...) You cant really defend your ramp from your nat all too well, but I think it would be good enough if a hatch were off to the side a little... ...
Click here to view this comment.

#76. Posted on July 20, 2007 02:02 AM.
Alright, there is a lot of stuff wrong with this map as far as playability goes, but you did well enough with the terrain and doodads and effort that I passed it. Personally, I would really like to see you edit this map. First off, your gonna need more minerals, even if you wanted the map to be sparse - thats just wrong. Also, expo areas should be equal distances away from bases. The big one (It hurts to call that big..) in the middleish, is way closer to red than blue. A mineral patch i ...
Click here to view this comment.

#77. Posted on June 16, 2007 04:47 AM.
I have a serious problem with the soul hunters. It looks to me like they do damage per second, rather than damage per hit, which is fine except... You cant really micro them / micro against them. They just lock on. There's no fire/run, or anything like that.. hmmpf.. And the reaver was way too small =( ...
Click here to view this comment.

#78. Posted on March 23, 2007 01:42 PM.
If its that imba, who approved it? ...
Click here to view this comment.

#79. Posted on March 22, 2007 09:00 AM.
Crazyoldman, every staff member is a sc.org member and has been prior to being named moderators. Your just not looking hard enough ...
Click here to view this comment.

#80. Posted on March 21, 2007 07:52 PM.
18 new moderators hooolllyyy crap Glad to be here ^^ ...
Click here to view this comment.

#81. Posted on March 12, 2007 06:37 PM.
Word to Geckat. Anywho, atleast they have the balls to be all sorry about it. They could put on an arrogant mask and be like, THIS IS A TEST! ...
Click here to view this comment.

#82. Posted on February 20, 2007 07:11 PM.
<3 Entropy Homies for life, you and I. ...
Click here to view this comment.

#83. Posted on February 18, 2007 12:21 AM.
Hahah the N64 version was terrible. They dubbed the one semi-cuss in the entire game when Jim Raynor calls general whatshisface an ass. Anyway, I've played 7-8 years I believe, sine 98. Oh. Thats 9 I can count lyke durr. I did take a break or two lasting a total of like 6 months or so... Anywho.. thats me. ...
Click here to view this comment.

#84. Posted on February 13, 2007 07:29 PM.
While its true that the vote is biased, it does promote being active enough to have friends. You can hate Warboards all you like, but you'll need to get used to it. I learned that the fun way. Warboards, whether we like it or not is part of this org network, and even better, its what they consider the core. So lets all hate Warboards, but do so knowing its there, and that we need to deal with it. Kind of like an annoying little sister ...
Click here to view this comment.

#85. Posted on February 07, 2007 11:15 PM.
@ 0dot18 Go play WoW, you sc hater =P First Person shooter. I wish they'd bring out SC:Ghost =( ...
Click here to view this comment.

#86. Posted on February 07, 2007 11:14 PM.
Personally, i've never had a single good experience with staredit.net. Overall many of them are arrogant bastards. Entropy. You keep posting quality news articles... Daily... Im really going to start to like you =) ...
Click here to view this comment.

#87. Posted on February 06, 2007 10:02 PM.
Actually, its a STARcraft MOD, using the WARcraft 3d engine. ...
Click here to view this comment.

#88. Posted on February 04, 2007 10:17 PM.
Yeah thats some pretty good terrain. Lots of effort to fill in a map that size. I did notice your lowered platform is a bit skinny in some spots and that could really bog things up. Also, you cant build on catwalk, so theres no point putting the minerals there (You prolly used SCxtra or better to make the map). Also, too many minerals at home bases. =/ Otherwise though, the map itself is pretty damn good. ...
Click here to view this comment.

#89. Posted on February 03, 2007 09:25 PM.
Ah. I dont mean son offensively, son is sorta how we talk where im from. Now were I to say kiddo, that would be an insult . i.e Oh shit son! ...
Click here to view this comment.

#90. Posted on February 03, 2007 09:22 PM.
"I always have problems with balance vs Terran, because those goddamn tanks make things very challenging." I used to too. Using cliffs makes things look pwn, but then people whine a lot. I get really upset when theres like 2-4 cliffs on a map and people go OMFG RIGGED FOR TERRAN. The tank was meant to be used that way. Each unit has advantages, including terrain advantages. But this map is a little overboard with the tank advantages here, so something has to be said =P ...
Click here to view this comment.

#91. Posted on February 03, 2007 09:20 PM.
I've heard of entropy here and there. Glad to have you aboard, son. I hope you do you job well. Highlighting for news articles is a fantastic idea, btw. ...
Click here to view this comment.

#92. Posted on February 02, 2007 12:48 AM.
^.- ...
Click here to view this comment.

#93. Posted on February 01, 2007 11:42 AM.
You know, this map isnt bad. Try to substitute land bridges for bridges sometimes, because bridges restrict movement way more than land bridges. Bases are teeny tiny. I give it good. Nice mix of terrain there. ...
Click here to view this comment.

#94. Posted on February 01, 2007 11:40 AM.
Or you could open it to viewing. Even if you play it, you dont see the entire map. If its a melee map you dont have to worry much about tampering. You want votes/reviews, unprotect it. ...
Click here to view this comment.

#95. Posted on February 01, 2007 11:39 AM.
This map is lacking... Sorry. I mean for one, the chokes filled with doodads and cliffs thing was a good idea, until you realize tanks parked at the original choke own units that have to walk in a line through the cliffs and doodads.. And then we look at the middle section, while the designs are quite fancy, terran owns EVERY SINGLE outpost there is, except the island ones. I personally hate it when people go "Rofl theres 1 cliff there, terran pizzown all game", but this is ...
Click here to view this comment.

#96. Posted on February 01, 2007 11:36 AM.
>_> Yay spam! ...
Click here to view this comment.

#97. Posted on January 29, 2007 05:50 PM.
ACtually, it would be cool to see who your looking at still for each section. ...
Click here to view this comment.

#98. Posted on January 25, 2007 01:12 AM.
A very interesting and useful find.. Hmm. If i'm ever bored, who knows... 1st ...
Click here to view this comment.

#99. Posted on January 23, 2007 09:33 AM.
Hahah schwizz. I put unsure, not because its bad, but because I feel its lacking a little and that I know in the future it will get even better. My answer is I like it, but its not what I want yet =) ...
Click here to view this comment.

#100. Posted on January 22, 2007 11:12 PM.
Always outnumbered, Never outgunned The truth doesn't suck, YOU do babies in the back seat cause accidents, accidents in the back seat cause babies My Sigs own all yours. ...
Click here to view this comment.

#101. Posted on January 22, 2007 09:32 AM.
There were 800 in 1999, 800 who thought they could make it. Many more member than that. SC.org lost a -lot- of its more active members awhile back. Im hoping after this little do-over, it may become a strong sc.org site again. There is one question i have Mr.AJ/Schwizzy/etc. Will we be replied to on WBs or Sc.org ...
Click here to view this comment.

#102. Posted on January 21, 2007 01:40 PM.
Its likely we'll need to wait at least a week for a response. And while it may seem simple for them to write a response, there is a lot of people applying, so thats a lot of responses - though small - to be writing. Just be patient ...
Click here to view this comment.

#103. Posted on January 20, 2007 04:04 PM.
Not only is is terran favoured because of cliffs, not only do you have way to many walkways... the walkways are tiny and barely useable, if at all. Mains are too small. Not enough minerals. Try 8 reg patches per main, 7 per natural, then 6-8 through the map for other expos. If your new to mapping, I suggest doing your first maps on 128x128, its much simpler. ...
Click here to view this comment.

#104. Posted on January 20, 2007 04:02 PM.
This map severely favours terran with the tiny walkways, and even minerals in the tiny walkways. The tanks would just barrage any units trying to walk in a line of death. The terrain lacks some lustre, but I think i'll give it a good. Barely. ...
Click here to view this comment.

#105. Posted on January 19, 2007 09:48 AM.
Who are you anyway. Dont talk about the "great wars" as you put it, if you werent even there. Or perhaps you were, you just chilled in the backscene and watched it happen On topic now, proto I dont have a map editor because Im at school, so I cant view it. I've seen your other maps, and by Titan's slightly jealous responses, i'll give it a good. ...
Click here to view this comment.

#106. Posted on January 19, 2007 09:44 AM.
As much as I would love to write paragraphs about how bitter I am about what happened, they're changing it now, and thats whats important I guess. Good to see sc.org looking up. ...
Click here to view this comment.

#107. Posted on October 08, 2006 10:45 PM.
Hey this is pretty cool. Interesting article. ...
Click here to view this comment.

#108. Posted on September 06, 2006 11:19 PM.
BG burrows in his room with his 30 tons of meat and waits for something important to happen. This is a common act for BG. ...
Click here to view this comment.

#109. Posted on July 12, 2006 03:35 PM.
BrotherGreen was getting simply too hungry to deal with this red alert thing! As he glared at his friend bob, his head turned into a chicken. BG could stand it no longer. "Hey.. Hey bob..." "Yeah, BG?" BG:"Lookit that tree bob... Isnt it odd?" *Bob looks at the tree* BrotherGreen took the opputunity to *censored* ___________________________________________________________________________________________________________________________________________ *en ...
Click here to view this comment.

#110. Posted on July 12, 2006 03:31 PM.
spellcaster-0NLY Ghosts and arbs have weapons. Smooth. ...
Click here to view this comment.

#111. Posted on July 11, 2006 01:09 PM.
BG twitched, hearing his yummy food making quite odd sounds... Calling him in fact. He jolted awake, to find... ...
Click here to view this comment.

#112. Posted on July 11, 2006 01:08 PM.
Since you asked for the most USEFUL, i'll give it to you. Its the medic. Its the most used spell-only unit, and theres a reason its so common. Its cheap, and heals all infantry type units (Including scv's) - for ONE energy per 1-2 life (not sure). Also, you can blind units that need long sight, and you can restore units that are under lockdown or things like that. The medic is the only unit able to undo things, which is more USEFUL than harming. There are many ways to harm in the game, but on ...
Click here to view this comment.

#113. Posted on July 11, 2006 09:14 AM.
Its not so much the shouting, its the spammage. Anyway, as being part of one of the best diplomacy clans, and playing Diplomacy 7.7 daily, as well as many other versions of diplomacy (world, americans, asia, africa, etc. etc. etc.), I can say this is ridiculously... Average. I mean, compared to the diplomacy maps people put up. Here, sure, its exceptional. I mean, lots of work, etc. Im just saying, to people playing - those who dont give a shit about how much work you may or may not ha ...
Click here to view this comment.

#114. Posted on July 10, 2006 03:51 PM.
BrotherGreen, the zergling with opposable thumbs, and a super-gauss rifle, sat on a rock in the middle of a misty jungle. He knew he was in a place of great importance. The planet, that is. He looked around, and hoped something might possibly happen to involve his little zergling self into the storyline. He decided a nap was in order, and curled up on the rock, waiting for something to maybe happen. He dreamt of killing stuff. Then of eating stuff... Mmm... Eating stuff... ...
Click here to view this comment.

#115. Posted on June 27, 2006 01:06 AM.
BrotherGreen the zerglins, with his opposable thumbs and gauss rifle, floated around in space, wondering wtf is going on. BrotherGreen the zergling, with his opposable thumbs and gauss rifle, floated around in space, wondering wtf is going on. ...
Click here to view this comment.

#116. Posted on June 19, 2006 08:07 PM.
The Unholy one has spoken... It shall be done. I proclaim Zell shunned, and if he is to show his face round here again, he is further proclaimed, the dunce of SC.org. The official one. Heh. Duncy. ...
Click here to view this comment.

#117. Posted on June 19, 2006 08:03 PM.
Lol! Im down with this ending too.. But I really wanted Alaska o.o;;; I proclaim the evil guys ally the good guys, and Canada is once more important to the world! I suppose this is over now. I await PFR 6 ...
Click here to view this comment.

#118. Posted on June 19, 2006 10:03 AM.
1) CapnStank = Homolicious. The only real reason he called proto a homo is because proto is so damned sexy, and Capn wanted him to be homo so he could have him for himself. Naughty CapnStank. Bad homo, bad! ...
Click here to view this comment.

#119. Posted on June 18, 2006 09:44 PM.
(OOC: NDP is teh rox0rs) (OOC: Since maf, tom, and tdj are gone, and I control the overmind, consider me the great evil now) BrotherGreen the Over-ling, as he prefered to be called when he was dancing it up on the Radio Free Zerg, was very pleased with the evolutions being made with the zerg on Earth. The entirety of saskatchewan, and all its 20,000 humans had been infested. The zerg were spawning from BC and Toronto with unbelieveable speed, and they were something to be reckoned with. ...
Click here to view this comment.

#120. Posted on June 17, 2006 12:23 PM.
BrotherGreen was almost instantly taken by the overmind. But then he realized he wasnt going to conform to some godamned conservative government, and start widly firing his gauss rifle at the overmind's base. He took about 4/9999 life off. BrotherGreen realized this wasnt going to get anywhere. He came up with an idea to get an NDP government. BG burrowed immediately, and popped up inside the overmind! And furthermore, got control of it. Mwahahaha, fear the NDP you damn traditionalists, ...
Click here to view this comment.

#121. Posted on June 16, 2006 11:06 PM.
BrotherGreen, using his hardcore super-zerg skills, burrowed immediately, firing up from his hole to back them off for a second. He quickly burrowed through the ground to elsewhere from his initial hole, in order to confuse the... Fred's? After awhile of waiting, and no sign of being pursued, he burrowed elsewhere in wherever he was, and popped up, to wait to find where he was, whos side he was on, and just what the hell is going on. *Still waiting for an official to fill me in o.o; * ...
Click here to view this comment.

#122. Posted on June 16, 2006 12:57 PM.
(Since I have no fucking clue where I am, who im with, or anything, someone can continue off of this) BrotherGreen, the awesome zergling with opposible thumbs, and a guass rifle, decided he wanted to stretch his legs. He hopped around wherever he was a little while, and then decided he was tired. Before he had a nap, he cleaned and polished his rifle. He loved his rifle... He decided to nap a little, and when he woke up... [Continue] ...
Click here to view this comment.

#123. Posted on June 12, 2006 09:03 AM.
Quite Randomly, BrotherGreen The Zergling has awaken, and he still has his Gauss Rifle! =D=D=D!!! ( Who Remembers!?!? ) Still burrowed in his hole, he waits for the perfect time to strike. Who would expect a zergling with a rifle anyway, we dont even have thumbs! Looking out of his hole, he realized that Maf, TDJ, and Tom were stuck up to a hole. BrotherGreen didnt really have a side to be on at that point, but he liked Tdj's spamming ways on Shakuras, and he really liked Maftr0h's little ...
Click here to view this comment.

#124. Posted on May 17, 2006 09:10 AM.
Not very good in my mind. While you didnt butcher the essence of a map, lets have a look at a few things. -6 expos for 4 players. Thats just wrong. -So much open space, that could have been used - easily -Orange's natual's space is half the size of the others -Since the bases are relatively small/mediumish size, the buildings will be on the edge of the base, and the thin cliffs will make it all too easy for tanks. May as well have made the cliffs landable. A few other things, but you g ...
Click here to view this comment.

#125. Posted on May 17, 2006 09:06 AM.
All I know is we've got a good, say... 30 posts, before the spam starts to come in in maximum power. Oh Yeah... well.. AJ's... AJ's a... a... Gremlin! He sits in his little corner of his little dark house on his little apple computer constantly planning the way to thwart me on my way to world domination... Damn Gremlins... ...
Click here to view this comment.

#126. Posted on May 16, 2006 08:06 PM.
1st post, yay! Yay more recent news. ...
Click here to view this comment.

#127. Posted on May 14, 2006 10:10 PM.
Hahahahaha Poor Lumy. ...
Click here to view this comment.

#128. Posted on May 14, 2006 10:08 PM.
Geckat, I never, ever, said I relied on you. But you cant possibly be super-upset when theres nothing else for them to talk on. Honestly, the two most recent news posts were poll summaries. Mind you, I do like that the last poll didnt last forever. Theres a bunch of you, im sure occasionally, when theres no world-wide news that everyone already knows, one of you MIGHT be able to post a news thinger. I.e, how about when Harbringer got added to the R-boards. If you've got nothing else to pos ...
Click here to view this comment.

#129. Posted on May 13, 2006 08:37 PM.
Geckat. Perhaps a nice refreshing of some news here and there would promote talking and commenting on a different topic. Its obvious when the news page becomes stale, as it often does, we get mass piles of canned pork (which is quite good with mayo on bread - I might add) ...
Click here to view this comment.

#130. Posted on May 11, 2006 09:35 PM.
Uhh.. Way to butcher the 1337 speak. Your first word is right in basic 1337. But in advanced, the r would be |2 Stoopid/Stupid would be 5700p1d If you wanted to do advanced 1337, the d is c| Dumb ol Geckat. ...
Click here to view this comment.

#131. Posted on May 10, 2006 09:25 AM.
*Pulls out his large black ass-kicking whip* Im the only BG round' here. ...
Click here to view this comment.

#132. Posted on May 08, 2006 08:40 PM.
Oh wow. I must have deleted 1 of the mineral patches when I made part of that ledge. Jeez. There should be 4. =/ ...
Click here to view this comment.

#133. Posted on May 07, 2006 08:52 PM.
Heh. I wont hate you for it Harbringer. Much... >.> <.< Anyway, this map is one of the main maps being used for the shakuras 1v1 tourney. Thanks for the comment =) ...
Click here to view this comment.

#134. Posted on May 07, 2006 08:51 PM.
Well, not sure if the staff will allow that one or not, I suppose its not advertising a site if your linking to your map. Anyway, I already checked out your map on shakuras. I say good, but for sc.org quality its exceptional. ...
Click here to view this comment.

#135. Posted on May 05, 2006 10:12 PM.
Geckat, Once we're done with the whole reviewing of about 10000 maps, and you start to let more maps in, do what you need to to make it go fast. But. Dont let crap in. That should literally reduce about half of those maps coming in. ...
Click here to view this comment.

#136. Posted on May 05, 2006 04:29 PM.
Er Grim. Shakurans? Heh, okay. Not sure to take that as an insult that I wasnt put as an "old" member, or something else. But whatever =) Im sure all the shoddy mapmakers at this site, or that once were, will be disturbed to know I will be critiqueing these as I used to critique every shoddy map that came at this site. I shall eliminate all dust bunnies. Especially. The. PINK ONES! Anyhow, glad to help =) ...
Click here to view this comment.

#137. Posted on May 03, 2006 09:14 PM.
Sorry MTB, its been criticized, and you cant be upset about it. You, the supplier, does not argue with what the demander, us, wants. Thats the way the world works. If you dont want the feedback, dont submit it. They aren't lying when they say its not as fun or whatever, why would they? ...
Click here to view this comment.

#138. Posted on May 02, 2006 09:36 PM.
Grim, the obvious difference is. D2P is empty, its not even released technically yet. Bringing pixels and HS was an outrage mostly because we had competant people here willing to do it, that we knew what were capable of and trusted. Theres so much around that topic its not even funny, and I'll get hitlerized if I go too far into it Anyway, there's noone really ON D2P... Its not even finished o.o; ...
Click here to view this comment.

#139. Posted on May 01, 2006 12:56 PM.
I wish they would make an SC2, but if you use your head, it will be SC:Ghost. Although its seemingly prolonged indefinately, it will come out next for SC. For anything else, they'd have to start from scratch, but they have ghost which is basically ready. Obviously, ghost. ...
Click here to view this comment.

#140. Posted on April 29, 2006 06:01 PM.
Hmm. Not long ago i'd have accepted this and tried to join up. I cant now though, ive moved out of moms house and left D2 there. Lets just say it was bitter and leave it at that.. ...
Click here to view this comment.

#141. Posted on April 28, 2006 12:05 PM.
Lucky for you, the ex-#1-map-critic-that-has-recently-returned(Thats me), doesn't have map editor on this computer. Poo. -.-; ...
Click here to view this comment.

#142. Posted on April 22, 2006 08:23 PM.
Terran, building a depot at 5 is simply foolish. Build your depot at 8, send your 9 to mine or explore, use your 8 or your 10 for rax, and send the other to mine. From there, theres a few things to be done, refinery at 11 or 12, not to mention another supply depot in there somewhere. ...
Click here to view this comment.

#143. Posted on April 21, 2006 01:15 PM.
He even said dont be too mean.. you guys are evil What happened to the good old days of critics like me, trcc, Mcnewgin, and MG? ...
Click here to view this comment.

#144. Posted on April 21, 2006 01:13 PM.
Im not even going to look at this. BB remakes have been done time in and time out. Looking at the name I assume the map is virtually the same except you added minerals. Its like making a "new" fastest map, nothing new, nothing special. Blood bath was made the way it is and how it is for a friggin reason, leave it be. If you want money go play fastest, 0 clut, or micro 0 clut. PRETTY BAD ...
Click here to view this comment.

#145. Posted on April 21, 2006 01:10 PM.
The most deadly zvz thing I can think of atm, well, the most simple deadly thing, is cracklings flying through a nydus. Oh man. Half their base is gone by the time their forces even get there. Especially for fastest... Dumb fastest players... ...
Click here to view this comment.

#146. Posted on April 20, 2006 10:46 PM.
Upg lings = CRACKLINGS! Cracklings > Cannons. Cracklings + Defiler = Ownage Yay Cracklings! ...
Click here to view this comment.

#147. Posted on April 19, 2006 05:24 PM.
Gladstone, sometimes messages are due, and sometimes not. If someone submitted a "New" fastest map, theres no need to write a note. But say someone submitted a well written but just-to-short story, and it was rejected for length, in that case, write one. ...
Click here to view this comment.

#148. Posted on April 19, 2006 05:20 PM.
@myth To right click in sc using a mac, you hold the Mac key (The same as the windows key) when clicking. Its just that simple =/. Im sure you could configure it a different way, for like, a different button. ...
Click here to view this comment.

#149. Posted on April 18, 2006 09:57 PM.
So ive heard, sniper. Sounds like things are really getting done, im pleased. ...
Click here to view this comment.

#150. Posted on April 17, 2006 12:46 PM.
Nasty. That would only find the most popular voted, rather than the most responsible. Noone knows better than the staff how responsible we are, as they watch us entirely. ...
Click here to view this comment.

#151. Posted on April 17, 2006 12:45 AM.
What about Blind hatred founded on truth o.o; Anyhow, ive got no hate. ...
Click here to view this comment.

#152. Posted on April 16, 2006 09:48 PM.
Holy. Ive been unbanned! Hurray! Grim, Yes, I did put in my name. So far ive gotten no answer, but im sort of used to that =/ For so long ive wanted to prune so very many maps ;.; But, Aj hates me, as do a few other staff members, so I doubt i'll be used, even if I have already viewed like half the maps on the site and wrote 2 sections of my mapping guide.. which I never finished =/ I feel bad now, After getting no answer for three days after putting in my name, I sent a messag ...
Click here to view this comment.

#153. Posted on February 09, 2006 04:04 PM.
Oh my. For once, its the staff who've taken this farther than it should have gone. And you were the ones who posted the damn thing. All I said was BST is more like-able, and that you should have expected a worse response than you got. Delta only said that its "funny" how two staff members got chosen And here are some responses.... AJ:"Honestly, enough already. I don't care if you think WarBoards is the bane of your existance, it's the forums for OUR network. ...
Click here to view this comment.

#154. Posted on February 08, 2006 10:19 PM.
AJ. This is not an attack. This is not a flame. But this is your own doing, without fixing. Do not take this offensively, it is just a fact. There will always be people who will have something against WB, and you. Thats how it goes. I am not taking a side or anything here, I am mentioning what I see for your use only. To be honest though, Where are the 2nd annual sc.org Best Fictional Writer or Mapmaker awards? They dont exist which may in fact add to the dis-like. *shrugs* ...
Click here to view this comment.

#155. Posted on February 08, 2006 06:17 PM.
Schwitzer. To be bluntly honest. With the past of this site, you should have expected ATLEAST a couple rude remarks, if not more. Although Delta did slip up there with the 2 staff thing, im suprised you were quite that rude. I did, yes, slip up as well. I thought it was moderator and those kinds. I'dda said AJ over Fenguin too. Although I do agree with Delta about wheres ours...? ...
Click here to view this comment.

#156. Posted on February 08, 2006 12:17 AM.
Haha. iamandragon. Me and my friends always play random as to push our skill forward. Playing with one race wont get you anywhere ^^ ...
Click here to view this comment.

#157. Posted on February 08, 2006 12:12 AM.
iamandragon, you've been meeting the wrong people if you think I couldnt take anyone here 200 T vs 200 P. I do it to ixion and bluc all the time XD The only thing i'd like to mention is that all the protoss has to do late-game is see your actually still using vultures and go air, at which point your slow push is done for and as you've laid it out you dont have much left, now do you? To be honest, late game tvp I prefer goliaths over vultures, just for that reason. ...
Click here to view this comment.

#158. Posted on February 08, 2006 12:05 AM.
Or, as heavy support behind zealots. Then they wont be hit much unless the terran specifically targets them. This is bluntly obvious, but its not BAD or mis-spelt, etc. Although short, its good enough for me. ...
Click here to view this comment.

#159. Posted on February 08, 2006 12:01 AM.
Why does it sound odd to me AJ god best admin? Suprised BST didnt get it? Black Ice is hella cool, so is skippy. ...
Click here to view this comment.

#160. Posted on February 07, 2006 12:35 AM.
Sigh. Im getting tired of you and your maps pacman. Im tired of you telling US its equal. Im tired of seeing crap. Im tired of you telling us its for different gameplay. Let me tell you something, and this is the last time I say it. More than 1 geyser makes it unfair. Thats why pro's dont use more than one. Thats why blizz makes them with only one (with the exception of BGH). If you cannot take the critism to a point where it dissapoints me to see your name on a map, you shouldnt be her ...
Click here to view this comment.

#161. Posted on February 06, 2006 01:36 AM.
heh. Nal_Ra used to be in my clan. The problem is, all he can say is: game? 1:1? gogogo!, 1091/1 Korean. Heh. I kicked him out of the clan im in for backstabbing, but he chills at the channel all the time. Insane skills hes got... ...
Click here to view this comment.

#162. Posted on February 01, 2006 10:37 PM.
You, as the maker, cannot say theres no bugs. We just pointed out the bugs. You also cannot say its balanced until the people who will PLAY it agree it is balanced. 2 geysers makes it mad unfair gaming. Thats why on almost every good map you see theres 1 geyser, every map thats on the PGT or the WGT. Unfortunately your going to have to face it that 1 geyser is the way to go. ...
Click here to view this comment.

#163. Posted on February 01, 2006 10:36 PM.
Yeah. Deadly = Unholy? Whatever. HE knows me as BG, which is slightly odd. Anyhow, the main book you get with the Starcraft battle chest is quite good, but it doesent really go deeply into anything much. Ive found odd bits far more described all over the web. Go searching ! =) ...
Click here to view this comment.

#164. Posted on February 01, 2006 04:28 PM.
I'd sure like to read a bunch of novels inspired by sc. All ive read is the history. ...
Click here to view this comment.

#165. Posted on January 31, 2006 11:35 AM.
Xtra is the best. But staredit is way better for making normal maps. That will only remove the units if you look at it. When you play it it'll be fine. ...
Click here to view this comment.

#166. Posted on January 31, 2006 11:30 AM.
I agree with everyone. except halo. Hes dumb =) Thats not symmetry at all. I could take anyone on this map XD I suggest using the map editor you get with the game when you start out maps. ...
Click here to view this comment.

#167. Posted on January 31, 2006 11:28 AM.
Just a few things. I'd rather see a patch or two more at the naturals I'd rather see less exact mirror image, but keep the balanced effect Its not quite fair that the north and south bases have a space taker in the form of one hex cube of high platform when the west and east's dont. Two geysers per base is ridiculous, stop that. Otherwise... I hope i dont regret this. Good? ...
Click here to view this comment.

#168. Posted on January 31, 2006 11:25 AM.
Aye. You probably either, Have a virus Using a funkaylicious map editor Have a lock on the map ive never seen before ...
Click here to view this comment.

#169. Posted on January 26, 2006 12:38 PM.
Yeah. I also noticed a lot of stuff categorized was either from SC:Ghost, and from online stories OR secret campaigns (all of which ive actually played >.> ) There were a few characters I did not recognize. What I did like was how they including dead and gone heroes like Adun. ...
Click here to view this comment.

#170. Posted on January 26, 2006 03:08 AM.
Third >.> Another mess up: "During the Brood War Moria was invaded by Zerg, who were only there on a resource raiding run. However, Infested Kerrigan defeated several of their armies and infested many of their soldiers." You can infest up to 5 CC's, You cant infest soldiers. Soldiers come from the CC's and theres only one kind. o.o; ...
Click here to view this comment.

#171. Posted on January 26, 2006 02:38 AM.
Sure, but englihs is easily becoming the dominant language in the world. besides, It makes more sense than like french or something. Still gets a below average from me. Same problems as before. AHha. Nice spelling error me. ...
Click here to view this comment.

#172. Posted on January 26, 2006 02:35 AM.
better than most of your other maps but theres still the blatant imbalance of having two players on hills. Far more to comment on but not nearly enough time. You get an average from me. ...
Click here to view this comment.

#173. Posted on January 26, 2006 02:33 AM.
That is SO awesome! 1st post =D You can go around and it gives descriptions of all kinds of stuff. Its fun to see where they sorta goofed. You really need to know the storyline though >.> Sorry for the double, but heres a really obvious screw up "Finally the Confederacy launched a salvo of a thousand Apocalypse-class nuclear missiles, which laid waste to Korhal." IT was actually 40,000 >.>; ...
Click here to view this comment.

#174. Posted on January 23, 2006 02:36 PM.
Well. First of all, this looks pretty 6 player to me, not 8. For a map this big the bases should probably be larger. Again, for a map this big, those expos right near need gas and mroe patches. Theres no real natural for each base. Thank you for making a decent un-symmetrical fair enough map. I likes you. ...
Click here to view this comment.

#175. Posted on January 23, 2006 02:34 PM.
Fine. Make them. Just stop hurting us by posting them on the site. ...
Click here to view this comment.

#176. Posted on January 23, 2006 02:32 PM.
He voted his own map. ...
Click here to view this comment.

#177. Posted on January 23, 2006 02:29 PM.
It looks better, and is more balanced yeah... I still cant approve of the map itself =/ ...
Click here to view this comment.

#178. Posted on January 23, 2006 02:29 PM.
No, it reminds me of luna also because of middle expos very similar to luna. ...
Click here to view this comment.

#179. Posted on January 22, 2006 06:30 PM.
This is REALLY bad. Sorry man ...
Click here to view this comment.

#180. Posted on January 22, 2006 06:27 PM.
Wow. No. Wow. Stop posting maps. This is worse than like fastest possible. Just. Wow. ...
Click here to view this comment.

#181. Posted on January 22, 2006 06:22 PM.
Actually, 8-10 is more proper for a main, with 4-8 to an expansion. Of course, all rules have exceptions. Better than last time, but its starting to remind me a little bit of Luna, Also, mineral lines are a little outdated. ...
Click here to view this comment.

#182. Posted on January 19, 2006 07:13 AM.
"all my maps are made in mind for vs comp." Maybe thats the problem. ...
Click here to view this comment.

#183. Posted on January 19, 2006 07:12 AM.
Wow. Yeah Yenku. Maybe mapmaking really isnt your deal. ...
Click here to view this comment.

#184. Posted on January 19, 2006 07:11 AM.
For a new person to the mapmaking world, this is a relatively ok map. Except for the blatant fact that yellow and purple have obvious advantages being on the cliff, and have bases twice the size of other people Stop putting 2 geysers per base, it unbalances the game. Start using more than one type of terrain, and doodads. For 8 players, your going to need a bigger map than that. Sorry. And with a bigger map comes a helluvalot more expos. I give it an average, because your new. ...
Click here to view this comment.

#185. Posted on January 19, 2006 07:02 AM.
The maps arent the same you dolt. We make them fair, i.e, have a natural atleast somewhere. Have the bases the same size!!!! Have it look GOOD! Have it be realistic, the fact is, if theres doodads on the islands, there should be doodads everywhere. Next time you try to talk to me about mapmaking, use respect and grammar ...
Click here to view this comment.

#186. Posted on January 18, 2006 05:22 PM.
Pacman. Dont you ever. Ever. EVER try to talk down to me about map making. Its a big ugly space-taking not worth playing square space map. I was gentle about it. The bases need to be rounded and more balanced for size. There needs to be more extra little islands, some outposts, some not. I didnt say take all doodads out, I said spread them all over the map and dont murder the little ones. The minerals were fine, although I cant recall if the mineral types were all different. If they are al ...
Click here to view this comment.

#187. Posted on January 18, 2006 08:12 AM.
Its a good map, but there is quite a bit of empty space, and not many easily accessible outposts. Add 1 or 2 more and I think it would be better. And maybe something down south-east ...
Click here to view this comment.

#188. Posted on January 18, 2006 08:10 AM.
Its not bad. But its not great. I dont really approve of the middle area with mostly unbuildable terrain. Although it does pose a threat to a$$holes who spend 10 minutes blocking up the middle with cannons ITS LIKE LUNA! =P just kidding. The first expo that would be taken is relatively small. Especially for the sizes of the bases which look like they were ment to tech and have a lot of production >.>; I'll give it a... well.. hmm... good, I suppose. ...
Click here to view this comment.

#189. Posted on January 18, 2006 08:07 AM.
This could be a good map but its needs polishing. Lots of it. This is what you would call a base template sort of thing. Its way too square and only used platform type terrain. Your doodads are almost all the same and are only on the small islands. Theres too much empty space. This is just the beginning of things wrong with it. Sorry =/ ...
Click here to view this comment.

#190. Posted on January 18, 2006 08:05 AM.
The base entrances are uneven sizes for blocks The ice allows units to walk on it, unlike real BGH where it is water. Use water. I dont have much else to say about this other than it should never have been made. Money maps should die. ...
Click here to view this comment.

#191. Posted on January 17, 2006 08:10 PM.
Yenku your a dull idiot. Dont even post on my maps anymore. God. ...
Click here to view this comment.

#192. Posted on January 17, 2006 08:06 PM.
Funny. Your quite typical. I dont insult you yet you take it as an insult I critisized your critizism, get over it. I didnt say the map was great. In fact, I said it DIDNT meet your pro standards. You have said nothing in true response to my post aside from mentioning again where YOU would put a mineral area. Well done. ...
Click here to view this comment.

#193. Posted on January 16, 2006 05:14 PM.
BST is afraid more active people will know what happened and why this site dropped in activity and quality. Thats all. ...
Click here to view this comment.

#194. Posted on January 16, 2006 02:29 PM.
I cant agree with any of you here. It is above decent yet not exceptional. Too bad it also does not fit into Yenku's catagory. Perhaps your mineral placements are what did it for him. Anyway, heres what I have to say. I like the way water was used for a middle island. But theres not really any room, anywhere. Its a bit too busy.. you know? way too many doodads. Especially the fact that some doodads reduce room in front of bridges while others do not. One big thing I notice is that teals ...
Click here to view this comment.

#195. Posted on January 16, 2006 02:19 PM.
Thats fine. He doesent have to lame it out though. I recently re-formatted and Im too lazy to get Xtra editor back, so I cant open this. Im sure its ok. Unfortunately I cant get my rating back. *shrugs* His own fault. ...
Click here to view this comment.

#196. Posted on January 16, 2006 02:18 PM.
Please dont rate your own map if you did, thats just lame. I believe you hardcore over-symmetricilized this map. To a psychotic degree. Use some originality in your maps. This only shows half a map of skill to me. ON THE OTHER HAND! (This is how you comment on a map my friend) It is a very nice map, good open space with yet many kinds of terran and relatively ok doodad placement. I like platform maps a lot. Something about this one just doesent turn my crank quite right. As far as I kne ...
Click here to view this comment.

#197. Posted on January 16, 2006 02:14 PM.
Well. You go make this identical map then And add mineral spots wherever you please. I chose to add them here. Its still fair and takes nothing away from gameplay. Im sorry again my mineral placements do not meet your said pro standards, and that reduces the maps rating an ENTIRE rank. Not to mention the desert one got average'd. You have nothing else to say aside from mineral placement because it just doesent turn your crack. I await MidnightGladius, for his comments matter and he crit ...
Click here to view this comment.

#198. Posted on January 16, 2006 02:12 PM.
Hey there Yenku. The mineral spots are exactly where they need to be. Although I agree with the tar I bombed on that one. this is not LT. Zerg will not fast expo and defend it from their ramp. They will work for expos like everyone else will have too =). I do believe you are the first to EVER rate a map of mine average. Aside from the crappy symmetrical one I did >.>;. You seem to base an entire maps rating on mineral placement rather than the whole deal. Thanks for that. The g ...
Click here to view this comment.

#199. Posted on January 13, 2006 01:56 PM.
You should be impressed - ass. When was the last time I came here for anything? ...
Click here to view this comment.

#200. Posted on January 13, 2006 01:51 PM.
Well. This certainly was not what I expected. Im pleasantly suprised. This could be another beginning of a whole new age of BG >.> ...
Click here to view this comment.

#201. Posted on January 13, 2006 07:37 AM.
Lumosa. You dont dare to call me less than a vet? Im more a vet to this site than you ever will be. ...
Click here to view this comment.

#202. Posted on January 13, 2006 05:16 AM.
GaH! I am the only BG!!!!! Thats it. He must change his name... >.> ...
Click here to view this comment.

#203. Posted on January 12, 2006 08:03 PM.
Your all Slightly right but mostly wrong. If your protoss, have zealots and goons. If your zerg, have hydras, and lings. And for terran, have a good mix of infantry. Also, if you have enough ranged units, the zealot dies before it gets there >.> ...
Click here to view this comment.

#204. Posted on January 12, 20