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)Xerrol Valley 2.8.7
Map ID: #4028
Author: XerrolAvengerII
Map Size: 128*128
Tileset: Jungle
Last Updated: 2010, 02, 16 18:06
Comments (5)
xerrolavengerii
So about a year ago, when the first battle report came out i decided to make a version of Kulas Ravine for starcraft broodwar. Although the map that came as a result is not a copy in the least, however I believe that it is more balanced than a perfect copy would have been.
So far, I have had lots of positive and valuable constructive feedback from other sites, so i've decided to post it here at broodwarmaps.net for my final critique. Enjoy!
P.S. the image preview is somewhat false, the overminds are really xel naga temples, and the zerg hives are really stasis cells, also there are power generators that shorten the natural expansion choke point. These are only visible in game. modified by xerrolavengerii
JungleTerrain
Wait a second, how is this balanced?
Gas issue, ugly squarish terrain, path issue, and the middle of the map is tight and buildable, PLUS all natural chokes are uncomfortably close to each other, especially in horizontal match ups.
neobowman
You didn't really fix any of the things I said on your TL thread so copy/paste we go.
Main choke is terrible. Don't use bridges as main choke points. Various reasons why.
Tank holes. The natural can be tanked and it's hard for units to get past that little gap area. There's also a tank hole next to the high ground there.
Forge FE is pretty much impossible since lings can just go around or break through the back stasis cells. Likewise, Terran can avoid a Zerg's sunken line and break through the back.
Terran, Protoss, Horizontal positions, Dead Protoss.
Gas issue.
sTY_leZerG-eX
This is so bad :{
sry, play the map and see for urself. modified by sTY_leZerG-eX
SkyHigh
I bet u guys forgot about me!
:-)
I actually don't dislike this map.
It does need some changes.
So far, I have had lots of positive and valuable constructive feedback from other sites, so i've decided to post it here at broodwarmaps.net for my final critique. Enjoy!
http://www.teamliquid.net/forum/viewmessage.php?topic_id=111894
http://www.sc2armory.com/forums/topic/11897
comments welcome...
P.S. the image preview is somewhat false, the overminds are really xel naga temples, and the zerg hives are really stasis cells, also there are power generators that shorten the natural expansion choke point. These are only visible in game.
modified by xerrolavengerii
Gas issue, ugly squarish terrain, path issue, and the middle of the map is tight and buildable, PLUS all natural chokes are uncomfortably close to each other, especially in horizontal match ups.
Main choke is terrible. Don't use bridges as main choke points. Various reasons why.
Tank holes. The natural can be tanked and it's hard for units to get past that little gap area. There's also a tank hole next to the high ground there.
Forge FE is pretty much impossible since lings can just go around or break through the back stasis cells. Likewise, Terran can avoid a Zerg's sunken line and break through the back.
Terran, Protoss, Horizontal positions, Dead Protoss.
Gas issue.
sry, play the map and see for urself.
modified by sTY_leZerG-eX
:-)
I actually don't dislike this map.
It does need some changes.