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(2)Winterheart
Map ID: #1787
Author: UrzaTron
Map Size: 128*96
Tileset: Ice
Last Updated: 2006, 11, 26 18:28
Comments (11)
UrzaTron
Here's the map I'm working on for Nightmarjoo's competition. Help would be great. There's a neutral building city that doesn't show up in the pic, check GMCS. Also, there are like 5 Civilians in the city too. The mineral blocks by the min-onlies are worth 40. modified by UrzaTron
Antares
hm i think you should make the center a bit more open if you place those 'tightening objects' :)
maybe a it will be a bit annyoing that some part of the main is tankable from outside
UrzaTron
Yeah, I'll definetely open up the mid a bit more, perhaps make those walls a lot short. As for the tanking, would it fix it to make the wall around it double wide, making a second layer?
Nightmarjoo
how does one defend that center expo?
I think the southern nat cliff has more room. If that's true then try and even them out.
The map does look pretty nice. I'd say this is probably your best map. You're getting better at mapping, good job.
UrzaTron
Update
- Reconfigured mid, with less annoying minerals.
- Redid s/e cliff above min-only to be equal
Also, as of now, there are no neutral buildings in the map-file, but they will be there in the final version. Just don't want to have to redo them every update.
Nightmarjoo
This looks better. Go get replays of it now! :)
UrzaTron
Alright, I made the final version. Only change is that I changed that mineral block into a Triple-Psi Disruptor Block. The mins were causing pathing issues b/c they were the shortest route between mains. I did triple because I want it to be more of a later-game passage, not a rush route. Also, I added an Obs version. Hopefully I'll work on getting some replays of it soon. Give my map ratings please! modified by UrzaTron
spinesheath
Where are those psi disruptors? Make pics with SCMD2 and resize/convert to jpeg; SCMD2 shows everything (even the rubbish left over when you remove a building in the editor in a newer version Oo)
Btw, neutral buildings usually have the same effects on pathing as minerals. Did you test it? modified by spinesheath
UrzaTron
Meh, neutral building blocks didn't work out... went back to mins. Also, got new cool i'll-include-buildings-and-trees-this-time picture.
UrzaTron
Okay, I got a replay. Note that I am a HORRIBLE player, therefore this replay is probably pretty useless. Oh well, it does show that the backdoors are a useful feature. My opponent liked the map, but said the min blocks were annoying as they messed up pathfinding. modified by UrzaTron
UrzaTron
Got another replay... those mineral blocks are super annoying... I'm considering switching the main choke with the blocked one, so units will choose the right path. Or what about just eliminating the block altogether, and just leaving it cut off? modified by UrzaTron
modified by UrzaTron
maybe a it will be a bit annyoing that some part of the main is tankable from outside
I think the southern nat cliff has more room. If that's true then try and even them out.
The map does look pretty nice. I'd say this is probably your best map. You're getting better at mapping, good job.
- Reconfigured mid, with less annoying minerals.
- Redid s/e cliff above min-only to be equal
Also, as of now, there are no neutral buildings in the map-file, but they will be there in the final version. Just don't want to have to redo them every update.
modified by UrzaTron
Btw, neutral buildings usually have the same effects on pathing as minerals. Did you test it?
modified by spinesheath
modified by UrzaTron
modified by UrzaTron