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(2)Redneck
Map ID: #1797
Author: Greg
Map Size: 64*64
Tileset: Ice
Last Updated: 2006, 11, 07 23:16
Comments (5)
Greg
i will finish filling in the smaller ice areas, so you can't drop in them. no entirely finished w/ doodads.
would it look better if i took all the ice separating the mains and expos and changed it to broken up high snow?
RaDiX
more exps :p
UrzaTron
I'd add maybe an expo at 6 o'clock to fight over. That would also help with the limited building space.
Nightmarjoo
I like the ice between the mains. Can tanks hit the others' miners from main to main?
Looks unfair since t can tank the others' nat, and their units as they come to t's base.
More expos are needed definitely. Perhaps make a mineral only in the main. That way the players could mine from something if they didn't want to take the nat (which because of tanks and short distances could fall quickly).
The decoration is nice.
I think replays are needed to see if the map is as t favouring as I believe it is. I could be wrong, and the short distances might be enough to prevent t from getting too strong (pvt atleast, zvt might be hard for short distances, z would have to make pool either at 12 or even 9 to prevent early mnm or rine/scv pwnage).
would it look better if i took all the ice separating the mains and expos and changed it to broken up high snow?
Looks unfair since t can tank the others' nat, and their units as they come to t's base.
More expos are needed definitely. Perhaps make a mineral only in the main. That way the players could mine from something if they didn't want to take the nat (which because of tanks and short distances could fall quickly).
The decoration is nice.
I think replays are needed to see if the map is as t favouring as I believe it is. I could be wrong, and the short distances might be enough to prevent t from getting too strong (pvt atleast, zvt might be hard for short distances, z would have to make pool either at 12 or even 9 to prevent early mnm or rine/scv pwnage).