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A brief guide to CREEP SPAWNERS (by Freakling)
(3)SnowFlake 0.006
Map ID: #4297
Author: CrystalDrag
Map Size: 128*128
Tileset: Ice
Last Updated: 2011, 03, 29 23:53
Comments (30)
CrystalDrag
too many jungle maps lately. :O
This isnt finished yet. Just wondering on what to do . . .
Im not sure what to do with all that ice + Snow.. . .. or it wont be even for Red or teal.
Critize or comment. O.o
Just Realized that Reds base is more exposed to tanks south of his base. Will put some ice there later. modified by CrystalDrag
LasTCursE
I love snow maps so it's hard to say something bad about it ^^ Think it's kinda small tho rush distance +the 2 entrances makes it almost imposible to get away with a early exp :
Freakling
Toom much snow, too much wasted space. modified by Freakling
Gnom
Maybe islands solve the prob? i mean expos
Freakling
Despite there being such a shitload of unused space one thing there definitely is not enough space for is island expos (or any other kind of balanced additional expos).
Remake it with an additional expo in the concept and better use of space or remake it on 96².
crystaldrag
Mkay Ill Rm it . . .Most likely on a 96 96. O.o
This my first 3 player map, so i didnt really understand bouts it
thx yall
Freakling
If you remake it anyway you could as well add some minonly or something and keep it 128².
Or you make it 128x112 / 112x128, which are also nice 3P formats, for you need to tweak the symmetry anyways. modified by Freakling
CrystalDrag
==================
Redid the map with an island In between Nat and 3rd :O
Made a cooler snowflake in the middle.
Not sure if it needs to be shifted some so it can be in center
Critize or comment. O.o
modified by CrystalDrag
sTY_leZerG-eX
OOO i saw map in the start, didn't look that great, but this.. at first glance looks a lot better (: (not perfect yet, oc, but im liking it)
Not sure about the ramps and.. the deco in the edges of the map.
CrystalDrag
Which ramps are you reffering to? The Ice or the High?
And i got lazy with the Edges, im waiting until everything else is done so then i can do nicer deco
Freakling
Still too much wasted space. The nat choke/ramp is too narrow.
K_A
Nat choke definetly. There must be something you can do with the area outside....
How about a backdoor /drop area between the main and 3rd?
There could be a blocked ramp that goes down to an area where you can also drop units to attack the third from behind. modified by K_A
CrystalDrag
Went ahead and added that um.. drop spot. not sure if i made a passage if there would be a pathing issue.
Widened the 3rds and nats.
Made a Cliff on Nat.
Those ramps blocked by one powere generator and 2 0 value minerals.
Moved the snowflake up 2 left 1 ;)
Moved Mains clockwise.
Should i take away the space in the back of third for the harras ground?
modified by CrystalDrag modified by CrystalDrag
K_A
Hey you actually took my advice O.o
Is that a good thing?
I don't think that should be a pathing issue unless theres an area where units can pass directly for the back to the third.
The drop spots should also be unbuildable so people can't just put turrets or cannons down there.
crystaldrag
There is a pathing issue :O Units go crazy and walk over the main....
I will do the unbuildable and/or unbuildable tiles in the map once i know i should start decorating
Freakling
The main problem is that you think of symetry the same way as you would do in a even player map. Odd player maps are a bit more tricky. Try to imagine key spots (as chokes or expos) as forming equilateral triangles and then try to fit those into the map with optimized use of space. That will result in some quite tweaked and twised shades, but allow you much better space usage. modified by Freakling
crystaldrag
Hmm alrite ill keep that in mind when i make odd player maps. O: this my 1st odd one so me didnst know that.
Ima do decoration naow.
Phobic
I noticed the ramp in the south west corner has 1 misplaced tile that shortens the width of ramp
crystaldrag
I find that scary of you phobic. :O I didnt notice that.
LasTCursE
Why the nat and third are both tankable ? :
Nightmarjoo
Othello had nat/third/fourth tankable.
LasTCursE
But you forget that othello\'s nat tank cliff has a opening to the main so it\'s easy to clean it up if someone puts tanks there, also the fourth is tankable but only from the main it self modified by LasTCursE
crystaldrag
:O Decorated.. i decided i didnt like the ice in the corner.
Stuff under pylons are little mountains. :)
I didnt read those last three coments as i did this.. So i didnt do those things :O
sTY_leZerG-eX
Smooooo000000OOOOth I like this map (:
Loving the map man, love the middle, digging the mineral placements, I like the idea of cliffable nats, deco is ok, and like the back door.
Complaints: )So far(
Truly, TRULY ugly snow 2 ice ramps, they are bad bad bad, horrible blends, better can be done.
And make sure u cant cliff the nats, island expos, and MAINS!! from the high snow!! (From the looks of it, u can :( )
I can also see many potential places where you can tank expos. (By this I mean 1s that you probably dont desire)
Check and test the map 4 tankablility.. (Im looking a bit closer at the map and it looks like tanks will kill shred and destroy big time)
Also I am not sure that all distances nat2nat are equal, and I believe something could be done about that.
2 much gas in map? would have liked a min only ..
Finally, I dont think the map is fair and equal 4 all players.. :( I see a bit 2 much positional imba. distances .. nats .. mains .. ramps not equal enough..
But i do like the map believe it or not it looks like a killer 3 map, and I think its ur best map :P
well "Post comment
LasTCursE
I just noticed that 80% of Crystal's maps are with tankable cliffs may be it's a trademark of his work :P (in that case it's okay ^^)
Freakling
--> Either he is a Terran player (a***h*** :P) or he is not at all a terran player :P modified by Freakling
crystaldrag
O_O I am random most of the time... Prefer zerg . If im T i go for mines / nukes . If i go tanks, i hardly use cliffs at all...
So basically Umm.. Tanks are the problems. And the map. Kehehehe. Ill try to equal them out.
I guess im going to take out Those cliffs then :) modified by crystaldrag
LasTCursE
Nah keep em just make something else not tankable ^^
LasTCursE
Nah keep em just make something else not tankable ^^
CrystalDrag
concerning tanks::
Now unable to hit Nats from Islands,
unable to hit 3rds from backdoor Drops.
Nat to Nat entrance is now all the same :D
Distances from Nats to 3rds clockwise doesnt vary that much and shouldnt have significant impact on game i am thinking.
Ditto for counterclockwise.
I give credit/hate to lastcurse ? for the ice ice ramps :D
Made ice instead of high ground separating nat and island, so long range units can atk the tanks. :O
Moved the minerals around a bit.
This isnt finished yet. Just wondering on what to do . . .
Im not sure what to do with all that ice + Snow.. . .. or it wont be even for Red or teal.
Critize or comment. O.o
Just Realized that Reds base is more exposed to tanks south of his base. Will put some ice there later.
modified by CrystalDrag
modified by Freakling
Remake it with an additional expo in the concept and better use of space or remake it on 96².
This my first 3 player map, so i didnt really understand bouts it
thx yall
Or you make it 128x112 / 112x128, which are also nice 3P formats, for you need to tweak the symmetry anyways.
modified by Freakling
Redid the map with an island In between Nat and 3rd :O
Made a cooler snowflake in the middle.
Not sure if it needs to be shifted some so it can be in center
Critize or comment. O.o
modified by CrystalDrag
Not sure about the ramps and.. the deco in the edges of the map.
And i got lazy with the Edges, im waiting until everything else is done so then i can do nicer deco
How about a backdoor /drop area between the main and 3rd?
There could be a blocked ramp that goes down to an area where you can also drop units to attack the third from behind.
modified by K_A
Went ahead and added that um.. drop spot. not sure if i made a passage if there would be a pathing issue.
Widened the 3rds and nats.
Made a Cliff on Nat.
Those ramps blocked by one powere generator and 2 0 value minerals.
Moved the snowflake up 2 left 1 ;)
Moved Mains clockwise.
Should i take away the space in the back of third for the harras ground?
modified by CrystalDrag
modified by CrystalDrag
Is that a good thing?
I don't think that should be a pathing issue unless theres an area where units can pass directly for the back to the third.
The drop spots should also be unbuildable so people can't just put turrets or cannons down there.
I will do the unbuildable and/or unbuildable tiles in the map once i know i should start decorating
modified by Freakling
Ima do decoration naow.
modified by LasTCursE
Stuff under pylons are little mountains. :)
I didnt read those last three coments as i did this.. So i didnt do those things :O
Loving the map man, love the middle, digging the mineral placements, I like the idea of cliffable nats, deco is ok, and like the back door.
Complaints: )So far(
Truly, TRULY ugly snow 2 ice ramps, they are bad bad bad, horrible blends, better can be done.
And make sure u cant cliff the nats, island expos, and MAINS!! from the high snow!! (From the looks of it, u can :( )
I can also see many potential places where you can tank expos. (By this I mean 1s that you probably dont desire)
Check and test the map 4 tankablility.. (Im looking a bit closer at the map and it looks like tanks will kill shred and destroy big time)
Also I am not sure that all distances nat2nat are equal, and I believe something could be done about that.
2 much gas in map? would have liked a min only ..
Finally, I dont think the map is fair and equal 4 all players.. :( I see a bit 2 much positional imba. distances .. nats .. mains .. ramps not equal enough..
But i do like the map believe it or not it looks like a killer 3 map, and I think its ur best map :P
well "Post comment
modified by Freakling
So basically Umm.. Tanks are the problems. And the map. Kehehehe. Ill try to equal them out.
I guess im going to take out Those cliffs then :)
modified by crystaldrag
Now unable to hit Nats from Islands,
unable to hit 3rds from backdoor Drops.
Nat to Nat entrance is now all the same :D
Distances from Nats to 3rds clockwise doesnt vary that much and shouldnt have significant impact on game i am thinking.
Ditto for counterclockwise.
I give credit/hate to lastcurse ? for the ice ice ramps :D
Made ice instead of high ground separating nat and island, so long range units can atk the tanks. :O
Moved the minerals around a bit.
Possibly the final edit? :O
modified by CrystalDrag