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)Tenebra
Map ID: #4500
Author: Freakling
Map Size: 128*128
Tileset: Ash
Last Updated: 2016, 08, 26 19:24
Comments (13)
CrystalDrag
EDIT by Freakling:
This map may actually be more experimental than you might think:
chokes for purples and green min only size too small [ 1 rax covers], and chokes for others to big [ 2 rax]
not sure bout middle and 3rds...
modified by Freakling
asiantraceur
The rotational symmetry is kinda messy but I realize how hard rotational symm. is...
sTY_leZerG-eX
Yes!! this is the 100th time ive seen a map identical 2 this!
Boring :(
ArcTimes
omg, really? i never saw a map like this. lol
Maybe roadrunner... but it's different.
Thie is the second Ash map that i really want to play for the picture lol. Next to outisder and his mineral lines :)
Taranok
the only significant difference I see is that there is a min only where a 3rd gas usually is around.
could make a big difference tho.
CrystalDrag
Yellow is a map Arc. o.o a bridge in the middle
Freakling
Boring... No one even tried to guess...
ArcTimes
That0s because i didn't see that map.
And this one has moer bridges.
NegativeZero
Can workers actually mine from the corners of a mineral patch blocked by 3 other patches (at the 11 and 5 min only bases)?
asiantraceur
Should be able to...
-Lost Temple 12 o clock has that kinda mineral formation and I was like wtf but it actually does mine...
ProTosS4EveR
Oh cool you found an other vision reducing doodad. i never thought there is an other one
Freakling
Er...
No, this is the one I described in my guide, there actually is no other one. But by mixing them with cracked ground tiles I managed to make it not quite as disgustingly looking and unit pathing friendly while still maintaining a good "blinding" effect (kinda demon's-forest-like)
It actually feels quite claustrophobic to move around...
Crimson)S(hadow
in zvt adjacent spawns, you have a lot of cliffs to work with your mutas as mm army walks to your base, but not in cross spawn. perhaps add some thin cliffs in middle, or vision blockers in front of some of the middle bridges? sorry for necroing old maps, i am looking/testing for a good, somewhat standard (4) map for every tileset
This map may actually be more experimental than you might think:
chokes for purples and green min only size too small [ 1 rax covers], and chokes for others to big [ 2 rax]
not sure bout middle and 3rds...
modified by Freakling
Boring :(
Maybe roadrunner... but it's different.
Thie is the second Ash map that i really want to play for the picture lol. Next to outisder and his mineral lines :)
could make a big difference tho.
And this one has moer bridges.
-Lost Temple 12 o clock has that kinda mineral formation and I was like wtf but it actually does mine...
No, this is the one I described in my guide, there actually is no other one. But by mixing them with cracked ground tiles I managed to make it not quite as disgustingly looking and unit pathing friendly while still maintaining a good "blinding" effect (kinda demon's-forest-like)
It actually feels quite claustrophobic to move around...