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A brief guide to CREEP SPAWNERS (by Freakling)
(2)Memorian
Map ID: #3144
Author: RaDiX
Map Size: 128*96
Tileset: Jungle
Last Updated: 2008, 07, 07 17:25
Comments (9)
Testbug
1st comment!!
RaDiX
gratz. Like it?
MorroW
too easy minonly and second gas. this makes me think its t>p>z
6 o clock is kinda ridicilous, too much income for 1 place imo
this map was bad sry :(
RaDiX
6 o clock's idea is to make players (specially terran) to move to the open area, so it would balance terran... Expansions are indeed easy to take, there's quite no way to fix it.. :s
SiaBBo
Make there just one big exp.
MorroW
that would favour pvz too much siabbo
NastyMarine
pretty cool and easy layout. But alas nothing to special. seems a bit plain imo as well.
Nightmarjoo
I don't like the top paths. Tight paths complemented by small (default sized) ramps? They're not really viable paths =/ I suggest using a blend of high/normal raised jungle instead of the temple, making both the paths themselves larger and the ramps larger. Large temple ramps are both very ugly and buggy, if I remember correctly.
I don't care for 6, one expo of that size would be better than two of that size imo.
Maybe give the highground expos larger ramps, both the entrance ramp and exit ramp? If zvt is your concern here, the expo's proximity should make having a larger choke to defend not a problem. I think it really hurts the mu pvt to have the chokes so small.
I haven't fully made up my mind, but I think you should give the corner bases gas, and make them easily harassable from the side facing the opponent, or something like that, by pushing the cliff farther into that lowground and reshaping the area for the mineral formation to open towards the corner, with the larger ramp aiming towards the corner also, but still allowing pathing to work despite the expo's new position.
Perhaps make the cliff expo face the middle as well.
Basically, Morrow is right, except that I think the map isn't p>z, but that it is definitely t>p, and probably t>z.
The map needs a lot of work ._.
MorroW
hehe i dont know the p vs z balancing very well :)
6 o clock is kinda ridicilous, too much income for 1 place imo
this map was bad sry :(
I don't care for 6, one expo of that size would be better than two of that size imo.
Maybe give the highground expos larger ramps, both the entrance ramp and exit ramp? If zvt is your concern here, the expo's proximity should make having a larger choke to defend not a problem. I think it really hurts the mu pvt to have the chokes so small.
I haven't fully made up my mind, but I think you should give the corner bases gas, and make them easily harassable from the side facing the opponent, or something like that, by pushing the cliff farther into that lowground and reshaping the area for the mineral formation to open towards the corner, with the larger ramp aiming towards the corner also, but still allowing pathing to work despite the expo's new position.
Perhaps make the cliff expo face the middle as well.
Basically, Morrow is right, except that I think the map isn't p>z, but that it is definitely t>p, and probably t>z.
The map needs a lot of work ._.