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)Acro0.91
Map ID: #3841
Author: ESK
Map Size: 128*128
Tileset: Jungle
Last Updated: 2009, 09, 26 19:09
Comments (9)
Moebius
Note: Map download is the old version and not the updated version that the picture shows.
Mmm easy 3 expos for terran. modified by neobowman
NastyMarine
they should remove one mineral from the mineral only and in-base natural.
NastyMarine
i really like this map. Its like a mutated Andromeda. This will be a commonly used map.
larjarse
Because the in base expo is a big part of the concept of the map, I don't think it will be removed. Terran can will in and get 2nd gas, but they probably wont be pushing while doing this. All races can get that equally as easy- zerg can sunken main choke and toss can simcity. Terran can will in the natural minonly, but there's no gas. I think that's why 3rd gas is placed so close to a cliff, to prevent them from securing that expo entirely.
I do like this map alot and will download it. Is this already prepared for a pro league? Is that why the author is named proleague?
Nightmarjoo
Cuz whoever uploaded doesn't know how to unprotect the map and look at its map description, or was too lazy to open the map in sc and look at the ums triggers or at the map description.
I have mixed feelings on this map. Lot of wasted space, poor use of this symmetry imo (I'd rather have used rotational), map is about as linear as (4)Desert Flower, and overall the map is pretty boring. On the other hand, the bizzare shaped and really small main with the cramped in-base nat that juts out into the middle making it even more vulnerable is a really interesting mechanic lol.
spinesheath
Well, I guess you soon won't be able to cite pro maps when talking about wasted space anymore.
I don't like the main/nat setup of this map at all. I can see terrans push from the highground at 12/6 towards the enemies nat frequently. If it is tvp top v top or bottom v bottom that could be quite imbalanced (secure the paths around your nat with tanks in your nat area, push over the hill with dropship support, kill the enemies nat and drop/push from his nat to his main, also securing the exit from his main.
You also can secure half the map by guarding 2 very defensible spots.
I think we might see some carriers again.
Nightmarjoo
Well I'm not lost yet, seeing as how most people agree this is one of the weaker mappools from a mapping perspective.
spinesheath
But so far neither of my arguments why those maps are bad really depends on wasted space. For example on this map, even if the chokes were a little wider, the issue I mentioned would still exist.
spinesheath
looks like they already made major changes. From the VODs I could see:
- Islands are now accessible by land
- both naturals have gas, no split mineral lines.
- expansions on the highground @12/6 (instead of the two next to the high ground)
- second exit from main, towards 12/6. It's a 80 min block and a stasis cell on the outside. So basically useless for the enemy. You could use it to escape a contain or to support a push or expansions in that direction.
Imo they are just randomly changing stuff, hoping that the map will be balanced or whatever. They totally lost track of the map concept, if they ever had any. Looks almost exactly like Andromeda to me, but worse in layout/design. modified by spinesheath
Mmm easy 3 expos for terran.
modified by neobowman
I do like this map alot and will download it. Is this already prepared for a pro league? Is that why the author is named proleague?
I have mixed feelings on this map. Lot of wasted space, poor use of this symmetry imo (I'd rather have used rotational), map is about as linear as (4)Desert Flower, and overall the map is pretty boring. On the other hand, the bizzare shaped and really small main with the cramped in-base nat that juts out into the middle making it even more vulnerable is a really interesting mechanic lol.
I don't like the main/nat setup of this map at all. I can see terrans push from the highground at 12/6 towards the enemies nat frequently. If it is tvp top v top or bottom v bottom that could be quite imbalanced (secure the paths around your nat with tanks in your nat area, push over the hill with dropship support, kill the enemies nat and drop/push from his nat to his main, also securing the exit from his main.
You also can secure half the map by guarding 2 very defensible spots.
I think we might see some carriers again.
- Islands are now accessible by land
- both naturals have gas, no split mineral lines.
- expansions on the highground @12/6 (instead of the two next to the high ground)
- second exit from main, towards 12/6. It's a 80 min block and a stasis cell on the outside. So basically useless for the enemy. You could use it to escape a contain or to support a push or expansions in that direction.
Imo they are just randomly changing stuff, hoping that the map will be balanced or whatever. They totally lost track of the map concept, if they ever had any. Looks almost exactly like Andromeda to me, but worse in layout/design.
modified by spinesheath