Also with the mains like that the middle is very constricted, and because I don't see you putting any usable expos there it'll be a typical boring turtlish split-map.
JungleTerrain
It seems really difficult to reach the other side of the map and attack the expos. A split map situation seems really possible here. I think the middle can be widened up a bit more if you made better use of the space that's already there.
Probably you can move the mains and nat closer to the corners, and this could free up some space for the middle.
Also, why not just push the low ground middle up to the edges of the mains? I don't see why not...
Freakling
If you want to keep that nat-in-the-corner setup:
i. Make sure it's still properly muta-harassable, i.e. give Zerg something in exchange for lack of possible engaging vectors...
ii. Make the map 128x112 or put the mains where the third is now, both possibilities will ensure that you'll as wide a middle as possible to work with.
iii. If you cannot avoid a split map , have a look at that new map (2)Steel Wall, which does a good job in facilitating that kind of setup by giving the players two neutral double gas expos to fight over.
CrystalDrag
i choose II :D
CrystalDrag
Too much gas and bridges. modified by CrystalDrag
NegativeZero
Can you actually build on the overlapping geysers in the center?
Freakling
It's more like you picked all but i. :P
Problem is that you have now way too much resources stuffed into the centre...
The nats would be better muta-harassable if the mineral would face the cliff/ovi spot.
CrystalDrag
@negativezero, yes you can o.o only the tile on the top right hand corner has to be buildable. Proven too many times in fastests possible maps...
@freakling i will make the nats like that i guessss.
and take some money away from the middel.
need help making pathing going through the middle.. modified by CrystalDrag
Freakling
Hmmm... Let's see... Make all other paths longer, I guess... And in-game testing, to make sure.
CrystalDrag
Did the testing...
Protoss can wall in...
Guide on blue base modified by CrystalDrag
Freakling
Have you checked, that those temples do not cause stack bug?
CrystalDrag
Yess i havee.
NegativeZero
sorry for more noob questions, but is there a point to those temples?
JungleTerrain
I was wondering why all your recent maps have CAPS LOCKED japanese-sounding names... is there like an underlying theme going on here?
Freakling
They push the initial workers aside, so that they appear on top of the CC/Nex/Hatch at gamestart, as opposed to standardly on bottom. The temples themselves will be removed by the SC-engine at gamestart automatically, whenever a player spawns at that location, i.e. every game in this case, since it is a 2p-map.
Taranok
why this map look like Daybreak??? :p
couldn't you just use vertical mineral lines? modified by Taranok
CrystalDrag
@JungleTerrain you found me out o_o yes there is ^^
@taranok Daybreak is a good map. :) i was just trying to get alot of bridges.
vertical mineral lines will be stupid in the mains as they will get in the way etc etc etc
NegativeZero
Actually I think Cross Game is even more similar to Daybreak - the 3 paths through the middle are more similar, with the outer 2 being on high ground and not branching out, and the center bases being closer to the nats.
CrystalDrag
Cross game does resemble daybreak more, because cross game was the map that was based of that. :D modified by CrystalDrag
Phobic
Good band music wise but... men dressing as teenage anime girls is teh creeps.
CrystalDrag
Waaahhh teenage anime girls?? They dressing as the aristocrats in versailles...
Phobic
They totally look like girls. sides thats just their image, they really do make good music. modified by Phobic
CrystalDrag
Oh yeah they do :D HIZAKI has fake boobs i think..
Deco added
Freakling
Oh crap, 'tis one o'them kitschy Japanese rock bands...
Taranok
I swear I thought they were from a video game when I first saw the picture.
CrystalDrag
Overlord spots made, obs version
Chef
Do you hate Zerg? Hard to keep 3rd, tonnes of chokes all thru the middle. You need to learn about balance. If you have an open third, Zerg needs another main or something they can take. You basically say no defiler rush zergs allowed, all zergs must heavy midgame lurker vs T. Maybe that's ok, except that you made heavy lurker based midgame armies weak because the middle is so turny and thin.
At least you mannered 12 Terran's comstat ;)
Also I know this band for some stupid reason ;p
CrystalDrag
The middle is not suppose to be used more often in the late game... i can extend the larger bridges to take up more of the middle as well as put only one ramp in the middle...
I may shrink the other ramp to the third.... or remove and add some clutter at the base.
My balance sense is messed up from playing starcraft 2 most of the time
CrystalDrag
Changed 5th? mineral positions.... they face mains now, but no turret.
changed angle of 5 and 11 bridges.
smaller ramp at 3rd
ovie spots at 3rd
tested overlord spots
middle ones can see bridges.
outer ones can spot armies if pathing is not planned.
Clockwise from 12 o'clock
YUKI
HIZAKI
KAMIJO
TERU
MASASHI
VERSAILLES
modified by CrystalDrag
Also with the mains like that the middle is very constricted, and because I don't see you putting any usable expos there it'll be a typical boring turtlish split-map.
Probably you can move the mains and nat closer to the corners, and this could free up some space for the middle.
Also, why not just push the low ground middle up to the edges of the mains? I don't see why not...
i. Make sure it's still properly muta-harassable, i.e. give Zerg something in exchange for lack of possible engaging vectors...
ii. Make the map 128x112 or put the mains where the third is now, both possibilities will ensure that you'll as wide a middle as possible to work with.
iii. If you cannot avoid a split map , have a look at that new map (2)Steel Wall, which does a good job in facilitating that kind of setup by giving the players two neutral double gas expos to fight over.
modified by CrystalDrag
Problem is that you have now way too much resources stuffed into the centre...
The nats would be better muta-harassable if the mineral would face the cliff/ovi spot.
@freakling i will make the nats like that i guessss.
and take some money away from the middel.
need help making pathing going through the middle..
modified by CrystalDrag
Protoss can wall in...
Guide on blue base
modified by CrystalDrag
couldn't you just use vertical mineral lines?
modified by Taranok
@taranok Daybreak is a good map. :) i was just trying to get alot of bridges.
vertical mineral lines will be stupid in the mains as they will get in the way etc etc etc
modified by CrystalDrag
modified by Phobic
Deco added
At least you mannered 12 Terran's comstat ;)
Also I know this band for some stupid reason ;p
I may shrink the other ramp to the third.... or remove and add some clutter at the base.
My balance sense is messed up from playing starcraft 2 most of the time
changed angle of 5 and 11 bridges.
smaller ramp at 3rd
ovie spots at 3rd
tested overlord spots
middle ones can see bridges.
outer ones can spot armies if pathing is not planned.