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)
(4)Eleven
Map ID: #3242
Author: Testbug
Map Size: 128*128
Tileset: Space
Last Updated: 2009, 01, 27 03:23
Comments (7)
NastyMarine
wow very very nice. execution is lovely and the way the symmetry flows is brilliant imo. I think the 12 and 6 should have different maps so the ramps aren't "biased" - facing/favoring one player over another.
Click the GMCS to see what else I'd modify. Just one suggestion modified by NastyMarine
LasTCursE
love it my favourite 10 vote :D
MorroW
in horizontal battle tvp terran can take the high ground way and win easy (im really sure about this)
the startlocaitions are put wrong. heres a rule for u. there should be able to put 2 factories over the gas and between the edge of main. there should be 1 hex space on each side to prevent pathing issues.
so move down the start locations
the nat minerals r akward
add a mineral block to the island how many times ppl have to say this..
muta harass is impossible at main and nat, which is very bad for zerg.
in vertical tvp terran can just mass turtle his way to all expansions.
there is v little flanking area (t>p>z)
so overall id say the map is akward and will have a bad and boring gameplay with obvious imbalances. i think the map is t>p>z
a thing u could do to fix many things is to remove the islands so u can push back the main. therefor u can make much bigger space for the high ground paths at the sides + the normal path that leads to middle
visually i think the map looks cool :)
Nightmarjoo
Looks incredibly tight, there's basically no flank room on top of it being nearly impossible to move around at all, and I don't like the nats.
lol Nasty, it's just x and y symmetry -_-
SiaBBo
Who made this? Too tight.
JungleTerrain
Looks tight
ProTosS4EveR
ah i missed this map
its strange, it's tight and open at the same time °.°
Click the GMCS to see what else I'd modify. Just one suggestion
modified by NastyMarine
the startlocaitions are put wrong. heres a rule for u. there should be able to put 2 factories over the gas and between the edge of main. there should be 1 hex space on each side to prevent pathing issues.
so move down the start locations
the nat minerals r akward
add a mineral block to the island how many times ppl have to say this..
muta harass is impossible at main and nat, which is very bad for zerg.
in vertical tvp terran can just mass turtle his way to all expansions.
there is v little flanking area (t>p>z)
so overall id say the map is akward and will have a bad and boring gameplay with obvious imbalances. i think the map is t>p>z
a thing u could do to fix many things is to remove the islands so u can push back the main. therefor u can make much bigger space for the high ground paths at the sides + the normal path that leads to middle
visually i think the map looks cool :)
lol Nasty, it's just x and y symmetry -_-
its strange, it's tight and open at the same time °.°