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)
(6)Ascend 1.1
Map ID: #4490
Author: NegativeZero
Map Size: 128*128
Tileset: Twilight
Last Updated: 2012, 05, 25 23:17
Comments (5)
NegativeZero
Experimental macro-heavy 3v3 map with an emphasis on the increasing levels of high ground. Playable using UMS for shared bases.
Edit: Updated to version 1.1
Changes:
-Increased size of mains (shifted some other terrain around to accommodate this)
-Removed min only bases in naturals (should also make more room for production facilities there) modified by NegativeZero
CardinalAllin
Hi, Im going to host this map. Looking forward to it.
Heres my suggestions from looking at the picture:
1.Bigger mains. I would push the 12 and 6 o clock expansions out and I would delete the gas expansion that touches the mains.
This would free up enough space to make the mains bigger. Also consider spreading the spawns apart a bit.
2. Delete the mineral onlies at the naturals.
3. Delete all the neutral buildings.
4. Take away the fog for all players so the minimap is greyed out rather than blacked out.
Edit:
I hosted it last night and it was really popular!
I really enjoyed playing it so thanks. Ill be playing it more in the future for sure.
modified by CardinalAllin
NegativeZero
Glad to hear this map was received well.
Now that you've had experience playing on it, do you still think the mains are too small? I definitely would like to increase the size a bit, but I don't want to remove the gas expansions that touch the main that you suggested taking out. Those are pretty much the naturals for one player on each team (especially if I remove the min onlies in the shared naturals) and without them each player no longer can control 3 bases with gas. I could add geysers to the 2 and 8 o'clock bases, but those are too vulnerable and far to take as a natural.
Also, my reasoning for having the neutral buildings was to increase the rush distance and to keep the main path through the center important in the early game. Without them units would mostly be going through the sides and the low-ground areas in the early game. The idea was that additional harassment paths would be opened up later in the game, forcing you to have to deal with more possible threats. Your thoughts?
3FFA
I got to play this once but everyone ended up leaving until it became a 2vme. Another time it was the exact opposite. So... yeah. I hate people that will only play korean maps some times...
Edit: Updated to version 1.1
Changes:
-Increased size of mains (shifted some other terrain around to accommodate this)
-Removed min only bases in naturals (should also make more room for production facilities there)
modified by NegativeZero
Heres my suggestions from looking at the picture:
1.Bigger mains. I would push the 12 and 6 o clock expansions out and I would delete the gas expansion that touches the mains.
This would free up enough space to make the mains bigger. Also consider spreading the spawns apart a bit.
2. Delete the mineral onlies at the naturals.
3. Delete all the neutral buildings.
4. Take away the fog for all players so the minimap is greyed out rather than blacked out.
Edit:
I hosted it last night and it was really popular!
I really enjoyed playing it so thanks. Ill be playing it more in the future for sure.
modified by CardinalAllin
Now that you've had experience playing on it, do you still think the mains are too small? I definitely would like to increase the size a bit, but I don't want to remove the gas expansions that touch the main that you suggested taking out. Those are pretty much the naturals for one player on each team (especially if I remove the min onlies in the shared naturals) and without them each player no longer can control 3 bases with gas. I could add geysers to the 2 and 8 o'clock bases, but those are too vulnerable and far to take as a natural.
Also, my reasoning for having the neutral buildings was to increase the rush distance and to keep the main path through the center important in the early game. Without them units would mostly be going through the sides and the low-ground areas in the early game. The idea was that additional harassment paths would be opened up later in the game, forcing you to have to deal with more possible threats. Your thoughts?