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(4)Magenta
Map ID: #1655
Author: Cucdas
Map Size: 128*128
Tileset: Desert
Last Updated: 2006, 09, 20 05:29
Comments (13)
Cucdas
spinesheath please dont post comments fot this map!
nOia
why did the map get the name magenta?
i think the mains are a little bit small, but its a good map
gj
spinesheath
lol. Now why do you want me to post about it? Made by Bill307 for you just so that you could say I am stupid if I said it was crap?
Well, since you want my comments so badly, I'll give you a serious one...
Decoration is nice, as on most of your maps. You have some sense for style, certainly.
Such wide chokes @ main are always bad for p in pvz, you have to play very defensively. I'd make the chokes a little smaller.
The mains are small, the passages around it are tight, and there even are dropspots in the sunken sandy pit. Siege Tanks rule on this map, on horizontal pos a terran even gets a 3rd gas while pushing.
I dislike the cliff over the main minerals - another one for terran.
Every expansion can be tanked.
Map is too tight on highground, probably pretty terran favoring. But apart from that it is a good one.
Edit: Another thing: imo could use some more ramps to the middle, for flanking possibilities and such. Otherwise the middle will be pretty useless, terran probably won't use it at all. modified by spinesheath
flothefreak
i second spinesheath. especially ZvT is nasty, because zerg will hardly be able to defend the expansions, as terran can always shoot the drones and hatch from behind. very cool design indeed.
Antares
starparty 2! :D
Nightmarjoo
spine and flo are right.
Antares you mean map maker or like the map starparty. I would disagree with both :O
edit: oh N expo has a doodad blocking its back but S does not, stuff could be put there but not in N base = imbalance
purple's nat looks like there is more room behind it also modified by Nightmarjoo
Antares
i meant his designing skills as fantastic as the inactive sp's :)
Nightmarjoo
lol decoration not hard.
Antares
i have hard time with deco when i make a map, i always see mine is a crap compared to the others' for example yours :)
lnept
have you seen starparty's desert remake of makyo? enough said on that matter lol
seems like you took martian cross and fucked around with the middle and took out the expos on the sides
NastyMarine
this is like an LGI symmetric clone lol
just kidding..
great style, good layout.
ill post more later
NastyMarine
"Such wide chokes @ main are always bad for p in pvz, you have to play very defensively. I'd make the chokes a little smaller."
the chokes could be smaller, but a P player could easily semi wall the entrance.. so this is no problem
"he mains are small, the passages around it are tight, and there even are dropspots in the sunken sandy pit."
no, they are fine.. open the map in SE and see how many factories w/ add-on etc (with all tech and about 15-20 depots) or play a game on it.. the mains are fine.
"Siege Tanks rule on this map, on horizontal pos a terran even gets a 3rd gas while pushing."
yes.. u must do something about that.. i love this map alot.. so either make 12 and 6 expos islands or somehow make more room in those areas.. even if u hafta move things around a bit. also im sure that the pathing for vertical main to main movement uses the side high ground passages.. so u must widen those areas too.
and since there aren't many ramps at all that lead to the designated battleground (the middle), I'd recommend wider ramps.
As flo mentioned about zvt, the nat positon could be a problem, but im not sure its quite as hard as thought.. to be sure, i'd want to see a few reps showing alot of abuse at those cliffs.. b/c muta harass could have the same advantage as tanks at those nats.. so imo it equals out.
and again, i'd advise making the middle smaller so that the other passages can be more flank friendly.
this map is beautiful MOTW EZ if u make these changes.
lots of promise from you.. lots of potential.
great work
NastyMarine
also, make sure that the main structures arent cliffable.. but i do not think u should remove them all the way.. they look sexy lol
i think the mains are a little bit small, but its a good map
gj
Well, since you want my comments so badly, I'll give you a serious one...
Decoration is nice, as on most of your maps. You have some sense for style, certainly.
Such wide chokes @ main are always bad for p in pvz, you have to play very defensively. I'd make the chokes a little smaller.
The mains are small, the passages around it are tight, and there even are dropspots in the sunken sandy pit. Siege Tanks rule on this map, on horizontal pos a terran even gets a 3rd gas while pushing.
I dislike the cliff over the main minerals - another one for terran.
Every expansion can be tanked.
Map is too tight on highground, probably pretty terran favoring. But apart from that it is a good one.
Edit: Another thing: imo could use some more ramps to the middle, for flanking possibilities and such. Otherwise the middle will be pretty useless, terran probably won't use it at all.
modified by spinesheath
Antares you mean map maker or like the map starparty. I would disagree with both :O
edit: oh N expo has a doodad blocking its back but S does not, stuff could be put there but not in N base = imbalance
purple's nat looks like there is more room behind it also
modified by Nightmarjoo
seems like you took martian cross and fucked around with the middle and took out the expos on the sides
just kidding..
great style, good layout.
ill post more later
the chokes could be smaller, but a P player could easily semi wall the entrance.. so this is no problem
"he mains are small, the passages around it are tight, and there even are dropspots in the sunken sandy pit."
no, they are fine.. open the map in SE and see how many factories w/ add-on etc (with all tech and about 15-20 depots) or play a game on it.. the mains are fine.
"Siege Tanks rule on this map, on horizontal pos a terran even gets a 3rd gas while pushing."
yes.. u must do something about that.. i love this map alot.. so either make 12 and 6 expos islands or somehow make more room in those areas.. even if u hafta move things around a bit. also im sure that the pathing for vertical main to main movement uses the side high ground passages.. so u must widen those areas too.
and since there aren't many ramps at all that lead to the designated battleground (the middle), I'd recommend wider ramps.
As flo mentioned about zvt, the nat positon could be a problem, but im not sure its quite as hard as thought.. to be sure, i'd want to see a few reps showing alot of abuse at those cliffs.. b/c muta harass could have the same advantage as tanks at those nats.. so imo it equals out.
and again, i'd advise making the middle smaller so that the other passages can be more flank friendly.
this map is beautiful MOTW EZ if u make these changes.
lots of promise from you.. lots of potential.
great work