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Map ID: #4045
Author: PlasmaBadger
Map Size: 128*96
Tileset: Jungle
Last Updated: 2010, 03, 03 18:07
Comments (1)
PlasmaBadger
Hello. I rediscovered Starcraft and learned of the S. Korean scene in particular about 2-3 years ago and got into mapping recently. I have enjoyed the site for a while and learned a lot from all of you. Ironically, my first map coincides with the SC2 beta. Oh well, I will keep playing SC1 along with SC2 when it comes out and new maps keep things fresh (for both games, I hope).
I am a big fan of creative play and thus have tried to create maps that encourage creative play while still allowing standard play. The goal with this map was to have expansions near the main with long walk distances (like HBR 4th or 5th base - the one near the main). This coincided with the switchback (like paths climbing mountains) concept I was working on which led to the super long "Z" path.
Obviously air and drop can be strong here (though the mains are fairly defensible with 2 sides on the edge). However, a well planned expansion strat revolving around one of the double gas expansions seems viable, creating more normal attack distances in the middle (where I think there is room for flanking).
I did some testing against the computer and the pathing seems fine. Also, tanks cannot hit either natural. I forgot to check if tanks can hit the main gas/mins, though (hopefully I will get to it soon).
Any advice or comments would be appreciated (pw is: 1). Thanks.
edit: Credit on the ramps goes to various contributors of this site which is where the maps I copied and pasted them from came from. modified by PlasmaBadger
I am a big fan of creative play and thus have tried to create maps that encourage creative play while still allowing standard play. The goal with this map was to have expansions near the main with long walk distances (like HBR 4th or 5th base - the one near the main). This coincided with the switchback (like paths climbing mountains) concept I was working on which led to the super long "Z" path.
Obviously air and drop can be strong here (though the mains are fairly defensible with 2 sides on the edge). However, a well planned expansion strat revolving around one of the double gas expansions seems viable, creating more normal attack distances in the middle (where I think there is room for flanking).
I did some testing against the computer and the pathing seems fine. Also, tanks cannot hit either natural. I forgot to check if tanks can hit the main gas/mins, though (hopefully I will get to it soon).
Any advice or comments would be appreciated (pw is: 1). Thanks.
edit: Credit on the ramps goes to various contributors of this site which is where the maps I copied and pasted them from came from.
modified by PlasmaBadger