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A brief guide to CREEP SPAWNERS (by Freakling)
(2)Mesa Verde
Map ID: #3884
Author: randomdragoon
Map Size: 96*128
Tileset: Jungle
Last Updated: 2009, 10, 16 07:04
Comments (10)
actamu
too simple and too easy map :)
frontliner
natural too exposed?
gas issue
sTY_leZerG-eX
I see no gas issue ....
Kinosjourney
The map is pretty cool but short distance, a 4 player version of this would be really cool :)
spinesheath
Well, red's geysir is 1 tile to the left. Don't remember the exact values for that position.
randomdragoon
I'm pretty sure the geysers in the mains are the exact same relative positions from the start locations. Obviously can't do the same for expansions.
coV
Got to agree with frontliner, natural looks way too open.
JungleTerrain
Gas issue refers only to the mains' gas, not any other gas in the map.
Dude, seriously, how does a zerg defend his natural?
Not only is the natural in front of highground, giving it height disadvantage, but the natural choke is gigantic! and not only that, but there are two natural chokes! and the back choke is big even as a backdoor! AND the distances from main-to-main are EXTREMELY short.
The short distances really stop the zerg from conducting any good flanks on a terran or protoss army, as is the zerg's strategy in zvt and zvp. They might only have a very small window of opportunity to have a positional advantage. Also, the minonly backdoor expo from the main doesn't do much for a zerg, as they seek to acquire a 3rd gas for their tech heavy units and builds later on in the game. It instead creates an additional boost to terran and protoss armies as they will be able to add more marines/barracks or zlots/gates.
I would only work on zerg balance at the moment, but take into account how the other races and their respective match ups will cope with any changes to the map.
randomdragoon
What if I put gas in the protected expo?
coV
Make the natural choke smaller and make the backdoor space smaller.
gas issue
Dude, seriously, how does a zerg defend his natural?
Not only is the natural in front of highground, giving it height disadvantage, but the natural choke is gigantic! and not only that, but there are two natural chokes! and the back choke is big even as a backdoor! AND the distances from main-to-main are EXTREMELY short.
The short distances really stop the zerg from conducting any good flanks on a terran or protoss army, as is the zerg's strategy in zvt and zvp. They might only have a very small window of opportunity to have a positional advantage. Also, the minonly backdoor expo from the main doesn't do much for a zerg, as they seek to acquire a 3rd gas for their tech heavy units and builds later on in the game. It instead creates an additional boost to terran and protoss armies as they will be able to add more marines/barracks or zlots/gates.
I would only work on zerg balance at the moment, but take into account how the other races and their respective match ups will cope with any changes to the map.