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)Hazardous Cristal
Map ID: #3753
Author: ProTosS4EveR
Map Size: 96*96
Tileset: Ash
Last Updated: 2010, 09, 30 22:43
Comments (12)
ProTosS4EveR
what about this?
main minerals: 3000
other ones: 1000
main gas: 7500
nat gas: 3750
3rd and 4th gas: 1875
there is exactly the same amount of ressources with default minerals and gases modified by ProTosS4EveR
tktkvroom
hmmmm looks good, of coarse :]
but u have to let me know how the comstats work cuz obviously the main cant have one still & y is there a comstat at nat that can & cant fit on a cc??
im sure u know what ur doing i just wanna know how it works
maybe add something in the middle of nat to nat for units to have to move around like a pile of doodads or a few high dirt pieces so nat to nat isn't so boring/ez to go to
other than that looks good for a 96x96
ProTosS4EveR
comsat can be considerated as usual neutral buildings. And a comsat is built at the right of a CC so if i give a free comsat in the nat, at the west the comsat will make the choke tighter. In order to make positonal balance, i put a comsat at the left of the east CC. So i did with the comsat near the minerals.
It's only positional balance
ProTosS4EveR
maybe make lowground main, highground nat for more aggresive gameplay?
tktkvroom
yea that might work, then maybe u could have a ramp going down from nat then up to the high ground area with little room inbetween the ramps that would be cool
tktkvroom
also had a quick thought, when zerg makes hatch at nat they usualy put their sunk on the left or right side of hatch since the creep has just enough room for them there when being bunker rushed or 2 gated wont the comstats block that room
Nightmarjoo
I really like it oO
Maybe the highground paths on the edges could be a little smaller/tighter though, with more room given to the middle.
Hm what about making the gas expos by the mains on the highground have horizontal formations and moving them away from the main a bit and adding a stacked 0-block mineral wall backdoor there to combat the map's linearity? Maybe stacked temples medusa style would be better than 0-blocks, but you could use the exact same temple + stacked 0-block mineral thing for hopping concept Medusa uses here.
And I'd give the min only gas, and move a block from the current min only to the main.
Your best map since Texsomething imo.
atm it's got my vote for motm9 (since testbug is winning 8).
Nightmarjoo
bump
ProTosS4EveR
ctrl+ F5 to refresh picture if it didn't change for you.
min only has gas, the 3rd gas hasn't gas anymore and moved it closed to the corner
made horizontal formation close to the edge for the 4th gas
marjoo, i don't understand the purpose of the temple here
ProTosS4EveR
hey should i remake this main concept in sc2 someday? :D
main minerals: 3000
other ones: 1000
main gas: 7500
nat gas: 3750
3rd and 4th gas: 1875
there is exactly the same amount of ressources with default minerals and gases
modified by ProTosS4EveR
but u have to let me know how the comstats work cuz obviously the main cant have one still & y is there a comstat at nat that can & cant fit on a cc??
im sure u know what ur doing i just wanna know how it works
maybe add something in the middle of nat to nat for units to have to move around like a pile of doodads or a few high dirt pieces so nat to nat isn't so boring/ez to go to
other than that looks good for a 96x96
It's only positional balance
Maybe the highground paths on the edges could be a little smaller/tighter though, with more room given to the middle.
Hm what about making the gas expos by the mains on the highground have horizontal formations and moving them away from the main a bit and adding a stacked 0-block mineral wall backdoor there to combat the map's linearity? Maybe stacked temples medusa style would be better than 0-blocks, but you could use the exact same temple + stacked 0-block mineral thing for hopping concept Medusa uses here.
And I'd give the min only gas, and move a block from the current min only to the main.
Your best map since Texsomething imo.
atm it's got my vote for motm9 (since testbug is winning 8).
min only has gas, the 3rd gas hasn't gas anymore and moved it closed to the corner
made horizontal formation close to the edge for the 4th gas
marjoo, i don't understand the purpose of the temple here
melikes