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)Rift
Map ID: #4226
Author: K_A
Map Size: 128*128
Tileset: Jungle
Last Updated: 2011, 01, 04 03:31
Comments (23)
K_A
I just threw this together and I thought it looked somewhat decent, apart from all the wasted space.
I haven't even started deco.
Suggestions?
SiaBBo
If you haven't started the deco then good, this map needs serious remake.
-Natural should defend your main.
-3rd gas is in bad position.
-No one takes minonlies. No one takes 4th gas.
This is seriously terran favour cuz terran can hold 3 gasses at one tight spot.
And btw: main should have 9 minerals. And your 4th gas with 5 minerals is stupid, add 2 more fields, same to 3rd.
Overall the map is too tight and really awkard to play.
Kinosjourney
Too tight, but if you open it up and work on it a bit more it could turn out really great.
Nightmarjoo
The layout isn't bad, just the execution of it is. To build on what Siabbo said: I agree that you should give the min only gas (and pull those two expos apart, they're too close in the middle atm imo). Also, I think the issues with the 3rd gas expo can be mediated by connecting the 3rd and 4th by land. Also, try to add more harass potential (cliffs overseeing expos, etc).
And my #1 suggestion: remake in 96x128. I still am adamant that (2)128x128 maps are inherently bad. Once you do that I think you'll find all those silly broken cliff segments will vanish and the map will come together better size-wise and distance-wise.
coV
you should add another set of ramps to 3rd and make nat choke bigger
K_A
Thanks for the suggestions guys
Ok I changed the dimensions
I fixed the natural
Changed 3rd to be much more harrassable (it now might be impossible to hold)
Opened up the middle and removed min-onlies (I can put those back if everyone thinks it could be done) modified by K_A
Kinosjourney
I like it alot more now, but it's still ridiculously tight.
K_A
It really isn't that tight....
Kinosjourney
It is very tight in my opinion, imagine trying to stop a big terran army pushing along the middle.
Kinosjourney
The natural is very big too, you should move the ramp alot closer to the resources IMO.
K_A
If I was pushing against a huge Terran army I would use dark swarm ;)
SiaBBo
You don't get your Dark Swarm. ;) And Tanks will kill your units anyway.
K_A
Widened the paths further
AND ADDED EPIC DECO!
x_species
is like my map Dekemvri ;d
SiaBBo
Very very weird pathing and it's a long way. Terran push will just kill Protoss.
K_A
modified by K_A
SiaBBo
I actually have no idea why you are talking about Zealots. And when you are making a map ofcourse you are trying to make it balanced. You are saying that SC isn't balanced cuz you can make map that is more favored with some race, wtf? Why wouldn't you just make balanced map and then the game is balanced too? Is it really that hard?
I really don't know what is your rank at iCCup but I assume it's not that high. Terran push against Protoss is important deal because it is so popular. Your map is really tight and the pathing IS really weird. Whole map seems to even have some "boring" places like those long paths. You should make main to main distance a lot smaller.
Natural is fucked up, that has to be more tighter so you can actually FE. Way too hard 3rd gas for Zerg. Overall the map really looks boring. Expolocations are weird and once again: pathing is really weird.
Starcraft is perfectly balanced to you can just learn to make balanced maps so you can keep SC balanced in your mind. I can choose any game that is really, really, imba if I just edit maps of it. Just make another map and try make it balanced, ok?
K_A
IMO large open fields of rocky ground or ruins are boring places, but to make a map that is "Open" enough to fight against a terran push would require it.
I'm assuming that the paths you are talking about are the ones that go to the 3rd? I just really don't want to make that spot have a minonly. Playing Zerg, I have a deep hatred of them.
I opened up the center path to the 3rd and removed the ramp there. That was the only spot that I could open up without the map looking stupid. modified by K_A
SiaBBo
Well, it's a little better now.
K_A
ARE YOU KIDDING ME? ITS AWESOME!!!!!!!!!!
I made some minor terrain fixes just now.
Testing the map it's great in everything except tvp. The ramp just outside of the nat give terran a big advantage as they can contain toss really easy.
Best fix I can come up with is to make the terrain on it unbuildable. modified by K_A
LasTCursE
yes we are kiding you it's AUFUL lol modified by LasTCursE
Nightmarjoo
main2main distance too long
middle would work better if mains were top left and bottom right; the pathing is weird with mains as they are now
too few bases imo; maps typically have atleast 10gas bases
main shape is awkward
no good ovy spot
don't care for the linear path from nat to a highground: makes for annoyingly strong contains (if they ever get there given the long distance between bases); why is that area so tight? nats are too far from middle imo
lol lastcurse
K_A
I don't really see how the main can be akwardly shaped O.o. But changing it would just mess up the entire concept so I guess I'm just going to keep it the way it is. It's still really fun to play :D
I haven't even started deco.
Suggestions?
-Natural should defend your main.
-3rd gas is in bad position.
-No one takes minonlies. No one takes 4th gas.
This is seriously terran favour cuz terran can hold 3 gasses at one tight spot.
And btw: main should have 9 minerals. And your 4th gas with 5 minerals is stupid, add 2 more fields, same to 3rd.
Overall the map is too tight and really awkard to play.
And my #1 suggestion: remake in 96x128. I still am adamant that (2)128x128 maps are inherently bad. Once you do that I think you'll find all those silly broken cliff segments will vanish and the map will come together better size-wise and distance-wise.
Ok I changed the dimensions
I fixed the natural
Changed 3rd to be much more harrassable (it now might be impossible to hold)
Opened up the middle and removed min-onlies (I can put those back if everyone thinks it could be done)
modified by K_A
AND ADDED EPIC DECO!
modified by K_A
I really don't know what is your rank at iCCup but I assume it's not that high. Terran push against Protoss is important deal because it is so popular. Your map is really tight and the pathing IS really weird. Whole map seems to even have some "boring" places like those long paths. You should make main to main distance a lot smaller.
Natural is fucked up, that has to be more tighter so you can actually FE. Way too hard 3rd gas for Zerg. Overall the map really looks boring. Expolocations are weird and once again: pathing is really weird.
Starcraft is perfectly balanced to you can just learn to make balanced maps so you can keep SC balanced in your mind. I can choose any game that is really, really, imba if I just edit maps of it. Just make another map and try make it balanced, ok?
I'm assuming that the paths you are talking about are the ones that go to the 3rd? I just really don't want to make that spot have a minonly. Playing Zerg, I have a deep hatred of them.
I opened up the center path to the 3rd and removed the ramp there. That was the only spot that I could open up without the map looking stupid.
modified by K_A
I made some minor terrain fixes just now.
Testing the map it's great in everything except tvp. The ramp just outside of the nat give terran a big advantage as they can contain toss really easy.
Best fix I can come up with is to make the terrain on it unbuildable.
modified by K_A
modified by LasTCursE
middle would work better if mains were top left and bottom right; the pathing is weird with mains as they are now
too few bases imo; maps typically have atleast 10gas bases
main shape is awkward
no good ovy spot
don't care for the linear path from nat to a highground: makes for annoyingly strong contains (if they ever get there given the long distance between bases); why is that area so tight? nats are too far from middle imo
lol lastcurse