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)Bryce Canyon
Map ID: #3211
Author: Anotak
Map Size: 128*96
Tileset: Desert
Last Updated: 2008, 08, 25 21:02
Comments (11)
anotak
i bet i didn't notice something facepalmingly obvious, i just have a feeling
Nightmarjoo
lol
main size
tightness of map in addition to surplus of gas, further accuntuated by it being easy to get
linearity
z>t p>z t>p badly, imo.
suggestions
make nats smaller and mains bigger
take gas away from 3rd base, put it in the middle expos
um I'd suggest removing the tar in middle, but then the map would be t>z, p>t z>p badly, imo haha. Maybe put a hole in the tar to help mobility a bit and reduce linearity.
use testbug ramps (spinel valley iii)
overall:
work on sizes, distances, and shapes, and I'd reccomend against using 128x96 :O
not bad, btw, for like your 3rd map lol.
anotak
what's bad about 128x96 specifically? :o
Nightmarjoo
they're small
MorroW
also there isnt a single map thats balanced in 128x96
DG)SpoilR
That is not true! There r enough good balanced 128*96 maps;even for 4 players.Don't you remember Grief's map Embryo?
There is nothing wrong with this size.
Add 2 larger bridges after the nat(GMCS),so that the map will have more routes to allow z/p to flank.Execution wise it is low indeed
MorroW
that map isnt balanced
spinel valley probably the closest to good map in this map size t.t
Johnny B.Goode
Obviously,you don't know what balance means.Embryo is 100% balanced,and btw that is great for a 4 player map on this size;you won't find many,perhaps that is why you believe so.But for 2 players there are other too,like RoV,Blue Storm
Idk what is this discussion at all.It is no big deal,and never was to balance a map on 128*96.At least not 2 player maps
modified by Johnny B.Goode
anotak
well blue storm seems mostly balanced, there are some issues that could use some work, but for the most part it's not bad
main size
tightness of map in addition to surplus of gas, further accuntuated by it being easy to get
linearity
z>t p>z t>p badly, imo.
suggestions
make nats smaller and mains bigger
take gas away from 3rd base, put it in the middle expos
um I'd suggest removing the tar in middle, but then the map would be t>z, p>t z>p badly, imo haha. Maybe put a hole in the tar to help mobility a bit and reduce linearity.
use testbug ramps (spinel valley iii)
overall:
work on sizes, distances, and shapes, and I'd reccomend against using 128x96 :O
not bad, btw, for like your 3rd map lol.
There is nothing wrong with this size.
Add 2 larger bridges after the nat(GMCS),so that the map will have more routes to allow z/p to flank.Execution wise it is low indeed
spinel valley probably the closest to good map in this map size t.t
Idk what is this discussion at all.It is no big deal,and never was to balance a map on 128*96.At least not 2 player maps
modified by Johnny B.Goode