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(4)Roundabout 1.2
Map ID: #2082
Author: Superiorwolf
Map Size: 128*128
Tileset: Jungle
Last Updated: 2007, 05, 10 06:50
Comments (11)
Antares
nice ramp-nat-choke layout, its great, great :)
but so many many many expos and all of them is easily secured. some boring mass-turtle-games are very likely on maps that are too comfortable for the gamers.
plus i think those central minonlies are extremely useless and should be moved / deleted. or how supposed to use that ones? it would block the ramps, it would face the central plains, and it would be awful stucky area in horizontal matches.
also the whole horizontal path doesnt feel so good to me even if it doesnt go through the two hills (which i dont know, just feel). i dont think that you need a hillexpo there by player. i'd rather have one there, but that can be obtained, defended and attacked properly and not fear of some tanks at the opposite hill (very irritating in TvT).
surely that would be more of a standard solution, but with this you can avoid most of the stuckiness of horizontal matches.
again: great idea of nat-layout (even it has some flaws of separate choke angles - i you get what i mean ^^)
Testbug
yeah, nat is the min-only, zerg can secure the choke with that, and then colonize the multi
Superiorwolf
The nat is the one with the gas. DUH! modified by Superiorwolf
testbug
yeah but doesn't protect the ramp, so zerg will have to build hatchery betwen the ramp and the choke (and there are some minerales in there!)
then the nat (the one with gass)
RaDiX
Just like in many maps... (azalea, luna)
Antares
'nat' means nearby natural expo designed by player, not gasexpo - just to understand my comment
Superiorwolf
Yes... the mineral only was meant for the zerg's 3 hat build - it wouldn't be considered a protoss or terran's natural because they wouldn't take it unless they really need it. I know that nats can be mineral only but in this case the nat is the gas one.
but so many many many expos and all of them is easily secured. some boring mass-turtle-games are very likely on maps that are too comfortable for the gamers.
plus i think those central minonlies are extremely useless and should be moved / deleted. or how supposed to use that ones? it would block the ramps, it would face the central plains, and it would be awful stucky area in horizontal matches.
also the whole horizontal path doesnt feel so good to me even if it doesnt go through the two hills (which i dont know, just feel). i dont think that you need a hillexpo there by player. i'd rather have one there, but that can be obtained, defended and attacked properly and not fear of some tanks at the opposite hill (very irritating in TvT).
surely that would be more of a standard solution, but with this you can avoid most of the stuckiness of horizontal matches.
again: great idea of nat-layout (even it has some flaws of separate choke angles - i you get what i mean ^^)
modified by Superiorwolf
then the nat (the one with gass)
modified by Superiorwolf