Staredit Network

Staredit Network -> toolazytodo -> Multitude Of Maps
Report, edit, etc...Posted by Drant on 2004-06-05 at 04:58:14
All maps are open source and were created by this thread's starter, except for The Lost Hunters and Perdition, which are BGH modified.
Screenshots of emphasized maps are included in the briefcase's zip file.

Map Descriptions
(8)Network Complex // Melee map designed for playing versus computers. Each base is unique, and plenty of expansion outlay the 256x256 space platform. Non-money map.

(8)The Lost Hunters // Big Game Hunters with Lost Temple's elevated terrain and a 'lost temple.' Eight minerals with 20000 quantity stacked closest to town hall as normal StarEdit allows. Money map.

Firestorm Defense BETA (7 Players) // Nuclear defense map that does not rely on nuclear fission, but explosions that the nuke makes while it passes by enemy targets. Imagine the nuke falling down after its launch, enemies that was contacted by the missile will be automatically destroyed (depending upon blast sequence). Sounds included.

Maze #1 (7 Players) // First in the Maze series; 64x64. You will control a Zergling to look for the path to the Minotaur, then slay him. There are various death traps around in this 64x64 map. You get unlimited lives, but one wrong turn and it's back to the starting line. 1 checkpoint is in the maze. Music included.

Maze #2 (7 Players) // An obstacle map where majority of the 64x64 map is an entire maze. The 1x1 cell 'walls' and fatal when touched, meaning one zergling can move through a path at a time. If you die, there are 0 checkpoints, and you will restart all over. Sounds included.

Maze #2b (7 Players) // Revision of the first #2, 64x64, with different maze patterns. Additions are a bestowment of observer and black 'binary' terrains where it may either be a wall or a passage, this also makes the game much more difficult. Sounds included

Maze #3 (7 Players) // A mini 128x128 RPG similar to Maze #1, but dead ends do not kill you. Instead, monsters will spawn if you possess a sword (acquired at center of map). You can upgrade either weapons 1 min or armor 2 mins every 1000 Experience Points that exchange for 1 min. There are 3 checkpoints. Once you have destroyed all three locks on the Top Left, Top Right, and Bottom Corner, three ersatz Minotaur and one true Minotaur will spawn.

10000 Marines Myriad (7 Players) // Unofficial (not made by original author) sequel to the 9999 Marine map. Created due to dissatisfaction that there were not actually 9999 marines in the previous. For Myriad, 128x128, there are guaranteed 10,002 marines. 2 Raynor Marines with 9900 HP and 100 HP first round, 10,000 marines with 1 HP second round, and a bonus third round, which is kept a secret. Additional "enhancements" were added; read the texts in game to find out. Sounds included.

Options (1 Tester) // A selection of option method that can be used as a buy, light switch, start level, or et cetera switches. Read/copy the map's triggers to apply them.

Speed Test (1 Tester, 6 Observers) // An in game look at the speed and acceleration of units.

[4]Perdition [BGH]VFBW (4 Players) // The source of this 128x128 map was liquidated. Custom melee with missions. Play this map with melee experts and when you have enough time. It is extremely difficult.

If you have played any of the maps, please list the bugs or improvements you may find/make. Thank you.

Below is a screenshot of (8)Network Complex.scx
Report, edit, etc...Posted by Yoshi da Sniper on 2004-06-05 at 10:39:11
Very interesting, theres a game night tonight if you want to show up.

By the way, you can submit these to be hosted locally here smile.gif
Report, edit, etc...Posted by Drant on 2004-06-05 at 13:08:00
Though the map was meant to be a simple Nuclear Defense game, but as by
suggestion of a player, I will implement these following changes if time permits.

Firestorm Defense Enhancement Checklist:
- Dropship Menu -

Help Screen
1. - Game Tutorial [Free]
2. - Map's Info [Free]

New Missiles
3. - Add Yours Here
4. - Chrono Missile (Teleport enemies back to starting area, very large radius) [63 Gas]
5. - Impulse Core (Ultra Magnetic Shell pulls enemies into nuke, large radius) [45 Gas]

6. - Ability to reciprocate gas for lost Psi Emitters
7. - Reinforcement/purchase additional ghosts
8. - Purchase intelligence on levels beyond 20

- Ability to exchange minerals/gases
- Last enemy unit in map will be automatically retarded
- Winning bonus levels beyond round 20 give extra Psi Emitters
- Ion Storm Missiles (Larger blast radius, new graphics and sounds), beyond level 20

Below is a screenshot of the current Firestorm Defense BETA
Report, edit, etc...Posted by Staredit.Net Essence on 2004-06-05 at 13:08:59
The maps u they look like u did them Square by Square!!!

Nice work man...those were some Über maps.
Report, edit, etc...Posted by Mini Moose 2707 on 2004-06-05 at 14:01:18
Drant, there is a very big line between "Good" hacks and "Bad" hacks. Most of the time in these more recent times, "hack" is used to refer to a negative hack. Those "hacks" dramatically increase the capabilities of Staredit. Hell, if it wasn't for these, we'd still be at the mercy of the supply limit, with no square terrain, no text colors, placing only one race for players, and having only 8 usable players at that. IMO, if all we had was Staredit.exe, then UMS mapping would be dead, plain and simple.
Report, edit, etc...Posted by Drant on 2004-06-05 at 14:07:06
I am aware of the invaluable contributions those tools have accomplished
for the map making community, but as I said, technically those programs
are hacks. The policy of this site state that it doesn't tolerate hacks, I
interpreted as any type of hacks.

Again, "Most importantly, this site is about map making, so I
don't think the indication of that there are no hacks (most likely map
hacks) in this site is necessary."
Report, edit, etc...Posted by Staredit.Net Essence on 2004-06-05 at 14:23:39
pinch.gif What all these editors (GUEdit, Starcraft X-tra Editor, Starforge) are not hacks...but "Inhancers" and "Hacks" are what homo cheater lo5ers use to win in a melee game or UMS game like "THE THING".
Report, edit, etc...Posted by Valahan on 2004-06-05 at 14:45:42
Wow Drant... (8)Network Complex is... censored.gif ing amazing! It reminds me of my favourite official Blizzard map, (8)Killing Fields... it's not symmetrical,its totally random... and has alot of detail. Amazing.

The only thing Symmetrical... or somewhat... is the position of all the players, minus one. Each base is centered around the middle, however the "yellow" player is all alone in the bottom left corner of the map. That's just screwed up. If you are gonna do that, make some of the other players more spread out, not around the middle. It just seems to kinda screw the map up, in a tiny way. Otherwise, amazing.
Report, edit, etc...Posted by Yoshi da Sniper on 2004-06-05 at 16:38:08
QUOTE(Drant @ Jun 5 2004, 01:08 PM)
I'm trying to avoid the hassle of uploading the map to your server every time I
make an update to it, because I edit and revise my maps often.

Actually, here if your download is accepted, and you are the submitter, you can "update" the file, filename and discription whenever you like without admin activation.
Report, edit, etc...Posted by Valahan on 2004-06-05 at 16:45:57
Drant, Mapnight ALWAYS starts at 8pm Eastern(-5:00GMT). And goes on until... everyone leaves.

EDIT: I played Lost Hunters... the exits of the bases are really screwed up. I played it... my Cracklings COULD NOT break 2 bunkers and 1 tank defense 44 minutes into the game(8player FFA). My hydra drops (12 ovies full) always failed. The computers seemed to be building really cramped, had no places to drop really.

Overal rating: 6/10. Good idea, not as fun to play on.

I played Network complex... it is much worse than I could have ever imagined. After playing for 3 minutes, I decided to "black sheep wall" and see the map ingame. WHOA! the bases are the most screwed up things I've ever seen. Bases that are too cramped: Brown, White, Teal, Purple. The mineral layout is not even. Some of the expansions are RIGHT beside the base... or more like INSIDE the base. Brown has 14 piles of minerals and 2 vespene geysers and is closed off. Teals base was trying to immitate Crystallis, but it failed horribly.

I'm not trying to put you down, Drant. The minimap pick looked pretty good. Then I played it, then opened it in StarEdit. Wow. mellow.gif You have to fix those bases, and the expansions with mineral piles that you HAVE to collect before you can make a CC or whatever... not a good idea.

I won't even rate this, because I don't know how. Don't really have to change the layout, much. Spread out the players a bit more, fix those mineral patches and make each base equal in # of mineral patches, #of minerals in a patch, and 1 geyser. 2 geyser if it's a money map... but you say it isn't. Fix this map, then I will rate it, and it will probably be alot better. You may also wanna "open up" some pathways. They are all pretty thin. Also, it doesn't hurt a map to have formations that aren't STRAIGHT. Also, ease up on the bunching of doodads. At places it looks REALLY cramped.

The only nice bases in the map are Yellow and Orange. The expansions need LESS minerals patches. If you make a super expansion... don't overdo it. Make it a point to be sought out and defended or attacked, because it has the most resources, but make it difficult to defend. Like the middle expo in BGH. Try defending that from several directions, hehe. Also, keep the "super expansion" down to 1, and make it accessable to all players(IE in the middle, not in some corner closes to 1 player.) Be it required to take control through a drop or not. Make sure you maybe add some cliffs around the super expansion, but not a Single, full cliff that totally surrounds it. You want to add strategy to it aswell. Also, final note, check some official Blizzard non-money maps for ideas on mineral placement/numbers for expos. Not every expansion needs a vespene geyser or minerals. Some can even be in big open spots.

Anyways, I ramble on too much.

Sorry again if this is strong, but I am only trying to make helpful criticism... er.. you know what I mean wink.gif
Report, edit, etc...Posted by .Coko[CK] on 2004-06-06 at 07:16:46
Melee are very difficult to get right, comparing the screen you make the maps with and the size it will appear within the game. An interesting idea is to try building a base within the Star Edit program, with the possible units and seeing what it feels like.

That looked more like, just a very good map, rather than an actual, fair, complete melee map for people.
Report, edit, etc...Posted by Yoshi da Sniper on 2004-06-06 at 10:35:19
We managed to have a game of Firestorm Defense at Map night.

I must say, its a pretty awsome game. The only thing I dont like is having no ability to "get better". The game depends on pure skill but you dont get rewards for doing so.
Report, edit, etc...Posted by Valahan on 2004-06-06 at 13:57:25
Hey, I was browsing around last night, lookin at posts, and I re-read this post, and realised something... You said it was Open Source, Drant, so I am taking advantage of that... I've already started redoing parts of the map. First thing I did, was get rid of all the minerals and vespene, then I went around and placed Start Locations, opened up a few areas, widened some paths, and well, it's starting to look like a more balanced melee, non-money map.


EDIT: What the hell... It says I can't post twice, but on my clock it's been over 3 hours. Whatever. I finished modifying Network Complex into a real non-money map. Changed the bases around a bit. Only 2 or 3 are in their original location, but that has also slightly changed. Here is the map.

EDIT2: aha, I thought the server was on Eastern time. No wonder I couldn't repost. Anyways, also, forgot to add the picture! ... God darnit. I can't post a second attachment. Oh well, open it in Staredit if you want a look.
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