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)Till the Day1.9
Map ID: #3425
Author: Capn Awesom
Map Size: 128*128
Tileset: Ice
Last Updated: 2008, 12, 22 10:23
Comments (6)
Capn Awesom
My second map from the SYS contest
testbug
nat gas shouldn't be in te way.
just place all the resources in one side(gass + minerals) so units will have just 2 ways, one to the choke and the ther to the backdoor.
you should place more walkable tiles near the minonlies, so dragoons can hit the tanks in the tight path (like in HH)
blue and purple islands should be changed, to be equal to rd and teal, i don't know why are blue and teal like that lol.
islands can be bigger, so they become droppable like Cooseum nats?
too much ice, don't use that white terrain, try some brige tiles ;)
Nightmarjoo
The neat thing here is that you can't the island without first mining out one of the nat minerals.
Overall I really like this map.
Testbug
ohhhh, that's why!
then islands are suppose to be late game expos...
really nice!
spinesheath
I just fear that the middle has too many obstacles considering that you cam get 3 bases fairly easily.
just place all the resources in one side(gass + minerals) so units will have just 2 ways, one to the choke and the ther to the backdoor.
you should place more walkable tiles near the minonlies, so dragoons can hit the tanks in the tight path (like in HH)
blue and purple islands should be changed, to be equal to rd and teal, i don't know why are blue and teal like that lol.
islands can be bigger, so they become droppable like Cooseum nats?
too much ice, don't use that white terrain, try some brige tiles ;)
Overall I really like this map.
then islands are suppose to be late game expos...
really nice!