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)Land of the Lost
Map ID: #3352
Author: jjoshb
Map Size: 128*128
Tileset: Twilight
Last Updated: 2008, 11, 23 06:04
Comments (6)
SiaBBo
Huge main.
Natural is too far away.
Center minonly is stupid.
Another minonly should have gas.
No flanking space.
LasTCursE
unplayable map :D
jjoshb
what is flanking space and natural?
im new to all these terms
its also my first map modified by jjoshb
FateD
hey josh dude :P
Lemme try to explain a couple things :p
nothing personnal, but i wouldnt ever play this map. Heres why:
Well, 1st of all, the biggest problem id see here is flanking room, like, when your a protoss player, your goal is pretty much to mass up a ffreaking huge amount of troups, n go in, quite simple. But thing is, goons r large sized units, thats pretty much why you need to have clear open middles or huge paths around maps so that toss can move his shits around.
2ndly, your expo layout isnt great. what that means is: You have to place expensions where they actualy make the game progress. When you expend, you simply makes an extension of yourself, meaning you still have to defend what u built before. Usualy, most maps tend to place expensions in a way that your natural (1st expension) defends the main base
2nd expension sometime is partly defending, and for the rest, it changes alot from one map to another.
But yeah, for zerg's sake, your natural has to be in range so that sunkens would hit anything trying to go to the main, while defending the nat as well.
Hmmm, other than that, just a detail that is required for when youll get further into mapping, youll need better decoration than that.
anyhow, since its your first map, not so bad :P
but theres alot to improve... so if your up to it, GL :P
Woedin
The layout is much better than my first map was, I think its just a matter of practicing decoration and looking a bit deeper into the flow of a game.
I found these articles to be a huge help.
http://www.panschk.de/mappage/newsscript/viewarticle.php?newsid=19
Natural is too far away.
Center minonly is stupid.
Another minonly should have gas.
No flanking space.
im new to all these terms
its also my first map
modified by jjoshb
Lemme try to explain a couple things :p
nothing personnal, but i wouldnt ever play this map. Heres why:
Well, 1st of all, the biggest problem id see here is flanking room, like, when your a protoss player, your goal is pretty much to mass up a ffreaking huge amount of troups, n go in, quite simple. But thing is, goons r large sized units, thats pretty much why you need to have clear open middles or huge paths around maps so that toss can move his shits around.
2ndly, your expo layout isnt great. what that means is: You have to place expensions where they actualy make the game progress. When you expend, you simply makes an extension of yourself, meaning you still have to defend what u built before. Usualy, most maps tend to place expensions in a way that your natural (1st expension) defends the main base
2nd expension sometime is partly defending, and for the rest, it changes alot from one map to another.
But yeah, for zerg's sake, your natural has to be in range so that sunkens would hit anything trying to go to the main, while defending the nat as well.
Hmmm, other than that, just a detail that is required for when youll get further into mapping, youll need better decoration than that.
anyhow, since its your first map, not so bad :P
but theres alot to improve... so if your up to it, GL :P
I found these articles to be a huge help.
http://www.panschk.de/mappage/newsscript/viewarticle.php?newsid=19
http://www.panschk.de/mappage/newsscript/viewarticle.php?newsid=12
http://www.panschk.de/mappage/newsscript/viewarticle.php?newsid=2
http://www.panschk.de/mappage/newsscript/viewarticle.php?newsid=10