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(2)Hidden Shrine
Map ID: #2489
Author: CocoumTG
Map Size: 96*96
Tileset: Jungle
Last Updated: 2007, 09, 18 17:34
Comments (8)
CocoumTG
Ok, took into consideration some of the things I did wrong on my last map. This map has tradition natural expos, less water, a bit wider mid, better gas placements. Still a one directional path though.
Hope this is better than my last submission.
Sorry for the cheesy name. modified by CocoumTG
Nightmarjoo
What was your last map? Are you the author of backdraft (I think that's what it's called)? If so, why'd you delete it? :(
With this map, I think there's too much gas for so little room. Not to mention terran will have a party here because they can lift to the islands and grab an easy 3rd gas in an already tight, gas heavy map.
96x96 and most of the map isn't used, that's what's making it so tight I think =/ Also, the distance from main2main is too long for the micro-style gameplay you might expect on a smaller map, making it more turtley.
Basicly, just seems too small and too tight and too gas heavy imo.
If you're the one who did backdraft or w/e it was called, the reason I said that one was fine and not this one is because it wasn't standard. The others who commented on it looked at it as a standard map. The map obviously was not standard and would play differently. Its high money was imo ok because the map still encouraged micro gameplay, like on bloodbath, but the money could ensure a decent later game, whereas blood bath does not. It had a tight middle, but the mains were open, and the middle was rocky, so you couldn't turtle as well in it. It needed some tweaking, but imo was fine because of how micro oriented it was, and not macro oriented. The more macroish a map is imo, the more susceptible it is to imbalances.
Gas issue, we have articles on the gas issue btw. See "Articles" on the right side of the site. Also, look for (0)gas issue in our map database for some nice number crunches.
If you want to improve as a mapper, I strongly reccomend trying larger maps to refine your technique and style and whatnot. Also, being active in sc helps being a mapper, but obviously not everyone has time to play sc, or is any good at it :(
CocoumTG
Yeah that was mine. I deleted it to work on it. I know I didn't have to. I have to redo the whole thing from where I used square terrain for the custom ramps. I'll repost it someday.
I like 96*96 for 2 player maps. I fell that's all two players should need. Don't get me wrong, Tau Cross and Longinus are awesome maps, but they play different than a map like say Peaks or RoV.
So, which expo should lose it's gas? The island or the nats? I'm thinking the islands. Taking it away from the nats really hurts the Zerg. Also, the islands won't be so tempting for the Terran.
I could try widening the chokes to the middle to maybe shorten the walking distance between the mains. Maybe add some of that rocky ground back in between the nat and the mid.
I've looked over a couple of gas maps, including (0)gas issue. I might not have the gas in the best positions. I gave the mains and islands favorable positions, and the nats have unfavorable positions.
I play actively, but if I had to rate myself, I'd give me a D+ to a C-. So, yeah, I'm not that great, but not super bad either. I just got bored, found a place to get/add maps, and figured I'd give it a whirl.
Alter.Ego
added some gmcs
CocoumTG
Ok, opened up the middle a bit. Put in Rocky ground just outside the middle. Took gas away from the island expos. Repositioned the resources.
Ego, I'm not sure I get what you mean with the "clean up" gmcs. The ramps you requested are out of the question. That's why they're island expos.
Moebius
You realize Peaks of Baekdu and RoV are not 96x96?
96x96 is too cramped for practically anything and this map is nothing more than an easy Terran metal push against Protoss.
96x128/128x96 or larger is as small as I'd go even for a two player.
lnept
since when doesnt bloodbath have a good lategame? every game I play with other pros goes at least 30-40 minutes because we know how to play the map.
spinesheath
More like: because you know how to scout and defend (also through threats of course) well enough.
Hope this is better than my last submission.
Sorry for the cheesy name.
modified by CocoumTG
With this map, I think there's too much gas for so little room. Not to mention terran will have a party here because they can lift to the islands and grab an easy 3rd gas in an already tight, gas heavy map.
96x96 and most of the map isn't used, that's what's making it so tight I think =/ Also, the distance from main2main is too long for the micro-style gameplay you might expect on a smaller map, making it more turtley.
Basicly, just seems too small and too tight and too gas heavy imo.
If you're the one who did backdraft or w/e it was called, the reason I said that one was fine and not this one is because it wasn't standard. The others who commented on it looked at it as a standard map. The map obviously was not standard and would play differently. Its high money was imo ok because the map still encouraged micro gameplay, like on bloodbath, but the money could ensure a decent later game, whereas blood bath does not. It had a tight middle, but the mains were open, and the middle was rocky, so you couldn't turtle as well in it. It needed some tweaking, but imo was fine because of how micro oriented it was, and not macro oriented. The more macroish a map is imo, the more susceptible it is to imbalances.
Gas issue, we have articles on the gas issue btw. See "Articles" on the right side of the site. Also, look for (0)gas issue in our map database for some nice number crunches.
If you want to improve as a mapper, I strongly reccomend trying larger maps to refine your technique and style and whatnot. Also, being active in sc helps being a mapper, but obviously not everyone has time to play sc, or is any good at it :(
I like 96*96 for 2 player maps. I fell that's all two players should need. Don't get me wrong, Tau Cross and Longinus are awesome maps, but they play different than a map like say Peaks or RoV.
So, which expo should lose it's gas? The island or the nats? I'm thinking the islands. Taking it away from the nats really hurts the Zerg. Also, the islands won't be so tempting for the Terran.
I could try widening the chokes to the middle to maybe shorten the walking distance between the mains. Maybe add some of that rocky ground back in between the nat and the mid.
I've looked over a couple of gas maps, including (0)gas issue. I might not have the gas in the best positions. I gave the mains and islands favorable positions, and the nats have unfavorable positions.
I play actively, but if I had to rate myself, I'd give me a D+ to a C-. So, yeah, I'm not that great, but not super bad either. I just got bored, found a place to get/add maps, and figured I'd give it a whirl.
Ego, I'm not sure I get what you mean with the "clean up" gmcs. The ramps you requested are out of the question. That's why they're island expos.
96x96 is too cramped for practically anything and this map is nothing more than an easy Terran metal push against Protoss.
96x128/128x96 or larger is as small as I'd go even for a two player.