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(4)Trebia 1.7
Map ID: #3198
Author: dcmsm
Map Size: 128*128
Tileset: Space
Last Updated: 2008, 08, 12 18:28
Comments (8)
dcmsm
inspired by all the posts on teamliquid from bwm, i've decided to present to you some of my maps and hopefully get them fixed up.
first one is trebia, an island/land map hybrid depending on the positions spawned.
please take care of me! try to keep the racial taunts to a minimum while critiquing my maps
NastyMarine
I like the layout of the 12 and 6 islands a lot for some reason. the rest of the map is pretty simple and linear for the most part (no multiple paths or flanking options and a mineral field that blocks the rest of the map). I think this is more of an idea map so to speak. At least when I look at it. You have some ideas going here but with hybrid maps its hard to be able to bring in a experimental layout like this. modified by NastyMarine
dcmsm
the exps at 12/6 are my favorite feature of the map.
i decided to abandon a lot of the features of a regular map in favor of the island hybrid (since that was the original concept behind the map in the first place)
i haven't played on it much (funny, considering its my own map, but i could never find people to play on my maps with even on my f list) so i'm not sure how much the flanking options impact on the game, since i had hoped it would play with an island influence even if players spawned the same side.
i guess i could also remove the hybrid concept completely and work it into a regular map with the 12/6 formations as its focal point modified by dcmsm
SiaBBo
There are some nice things. Very big natural choke.
dcmsm
my thinking is that because each half of the map is small and doesnt give me much space to work with that i should provide the players with the opportunity to run around to launch a counter attack, and that isn't really possible with small natural chokes.
do you think thats a good or bad idea? modified by dcmsm
the dentist
Seems good, just needs playtesting to work out any necessary race or positional issues. I like the overall style and the thinking. How low are the mineral counts?
dcmsm
1k in the middle.
the 4 exps in the middle are 400x3, 2x100 each (these are mainly for gas if your opponent spawns horizontally to you)
everything else is default
dcmsm
i think i need to add a second mineral wall, and make the minerals really low like, 300 or 400? takes a long time to mine out the minerals otherwise.
i played a few games (of fairly low quality) as can be seen on the right. feel free to take a look
first one is trebia, an island/land map hybrid depending on the positions spawned.
please take care of me! try to keep the racial taunts to a minimum while critiquing my maps
modified by NastyMarine
i decided to abandon a lot of the features of a regular map in favor of the island hybrid (since that was the original concept behind the map in the first place)
i haven't played on it much (funny, considering its my own map, but i could never find people to play on my maps with even on my f list) so i'm not sure how much the flanking options impact on the game, since i had hoped it would play with an island influence even if players spawned the same side.
i guess i could also remove the hybrid concept completely and work it into a regular map with the 12/6 formations as its focal point
modified by dcmsm
do you think thats a good or bad idea?
modified by dcmsm
the 4 exps in the middle are 400x3, 2x100 each (these are mainly for gas if your opponent spawns horizontally to you)
everything else is default
i played a few games (of fairly low quality) as can be seen on the right. feel free to take a look