How to make larvae spawn at the bottom right corner
Worker pathing guide - How to debug and balance resour
An elegant way of dealing with cliff asymmetry
Altering Worker Position
A brief guide to CREEP SPAWNERS (by Freakling)
(2)Mar Sara Highway 2.01
Map ID: #2504
Author: Alter.Ego
Map Size: 96*96
Tileset: Badlands
Last Updated: 2007, 09, 21 01:12
Comments (7)
Alter.Ego
It needs more work on decoration and removing straight lines - I know.
So, after the fiasco of Hoth, I decided to go for something much smaller and easier to create.
The trees and mines thingies I saw in other maps which I liked.
balance wise and gameplay ideas are welcomed of course.
gaysers in main are 3000 each modified by Alter.Ego
Alter.Ego
ah, password is mar-sara if anyone wants to play with it
Moebius
I might do just that...it's a nice concept.
Alter.Ego
Some replays uploaded, unfortunately nothing too spectacular
l[StaR]Blade
3 gas! h3h3
Alter.Ego
Updated:
*mains ( now on high ground )
*doodads galore
*critters
*added some spell sprites as fireworks for game start.
the gas nodes in main all have 3000
the nat gas is 4000
minerals are standard 1500, 8-6-6 /main/nat/minonly/
the extra expansion is with 6*1500 minerals and a 5000 gayser.
I've played some games vs friends and vs. comps and it seems the backdoor is working nicely.
I'm pondering on adding more trees below the gas (and respectivly, above in the north position), to make it even more nastier.
The 3 and 9 expoes look too easy to defend as they're now, should I drop the bridges and use wider area of dirt or asphalt (the more I look at it, the more I like that idea)?
The mineral lines are not favouring mutta harras, very much, but the wide center (altought buildable) should favor zerg and toss.
While the numerous flanking and travel routes hurt terran, seems that mines hidden around the trees are quite effective.
I'll meditate on what needs to be changed, and I'll see what your input is before I continue.
A.E modified by Alter.Ego
Alter.Ego
Ah.. if you leave a comment or two when you're rating the map - on what you dislike or like about it, I'll be very grateful, it's my second map so far, the first one was a complete disaster :)
So, after the fiasco of Hoth, I decided to go for something much smaller and easier to create.
The trees and mines thingies I saw in other maps which I liked.
balance wise and gameplay ideas are welcomed of course.
gaysers in main are 3000 each
modified by Alter.Ego
*mains ( now on high ground )
*doodads galore
*critters
*added some spell sprites as fireworks for game start.
the gas nodes in main all have 3000
the nat gas is 4000
minerals are standard 1500, 8-6-6 /main/nat/minonly/
the extra expansion is with 6*1500 minerals and a 5000 gayser.
I've played some games vs friends and vs. comps and it seems the backdoor is working nicely.
I'm pondering on adding more trees below the gas (and respectivly, above in the north position), to make it even more nastier.
The 3 and 9 expoes look too easy to defend as they're now, should I drop the bridges and use wider area of dirt or asphalt (the more I look at it, the more I like that idea)?
The mineral lines are not favouring mutta harras, very much, but the wide center (altought buildable) should favor zerg and toss.
While the numerous flanking and travel routes hurt terran, seems that mines hidden around the trees are quite effective.
I'll meditate on what needs to be changed, and I'll see what your input is before I continue.
A.E
modified by Alter.Ego