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)Planet S 0.4
Map ID: #4547
Author: NegativeZero
Map Size: other
Tileset: Space
Last Updated: 2013, 01, 13 01:48
Comments (19)
NegativeZero
Based on new SC2 Proleague map (because I'm just that uncreative): http://wiki.teamliquid.net/starcraft2/Planet_S
Still a major work in progress, aesthetics especially are far from finished.
CrystalDrag
That map is stupid to have two high yields that close.
Not sure zerg can take third easily with taht ramp
CrystalDrag
That map is stupid to have two high yields that close.
Not sure zerg can take third easily with taht ramp
Taranok
I feel like this map can\'t be crossed over very well. modified by Taranok
Fenix_king
looks like bloody ridge
JungleTerrain
I think one of the main concerns for this map might be that zergs do not have an adequate third gas that is comfortably close and easy to defend. If zerg cannot secure a third gas, they cannot survive in the late game.
Also, the mineral only expansions in the center of the map are just too vulnerable and close to each other to make anyone want to take them, unless the whole map is pretty much mined out, kind of like the center expansion in Fighting Spirit.
If you decide to convert a SC2 map to a BW map, I suggest making some minor changes at least so that it incorporates some more standard features of current BW maps, so that it is "playable".
CardinalAllin
I quite like it.
I believe the main concern atm is taking a 3rd in TvP. Its too hard for Terran.
I would suggest adding a hill like this to funnel movement:
The depots wouldnt be on the map, they are just in the picture to help visualize the extremity of the buildable area.
Merry Christmas and Happy New Year to everyone. modified by CardinalAllin
NegativeZero
I've made a few changes that tighten up some of the chokes especially around the nat/3rd area, which I think could solve a lot of the issues. Problem is I'm on vacation and don't have internet access (currently on phone) so I'll post an update in a few days.
JungleTerrain
@Cardinalallin
Taking a third for Terran on this map is not difficult. It's like the distance of the mineral only expansion to the natural in Python. Just make turrets, plant mines, siege tanks.
Zerg third is much more important, because it basically decides the game.
Freakling
I don't see a problem for Zerg third, 6/12 bases are very safe. If anything I'd reduce both ramps of those expos to normal size.
I added GMCS to suggest were I would put the mineral onlies.
traceurling
Do you think it would help to shrink the thirds a bit?
NegativeZero
Version 0.2 Changes:
-Added mineral blocks to reduce the initial width of ramps to the 3rd
-Reduced the width of key points on the map (in front of 3rd and natural)
-Narrowed entrances to lowground 4th (both are now wallable with 3 pylons)
-Added unbuildable terrain (shamelessly ripped from Lilac Unicorns by Freakling, details will be added later)
-Edited inverted low platform ramp to better match the size of the normal ramp (also shamelessly ripped from Lilac Unicorns) modified by NegativeZero
JungleTerrain
I don't know why, but recently I've been really scared for zerg third gas expansions in maps. I feel like zerg will get raped if the third isn't just protected by just 1 small ramp.
NegativeZero
If it's a problem I could move the mineral block to the small ramp to completely block it off, or maybe put a generator or something on the ramp so it's at least possible for the opponent to open the entrance while still giving warning to the defender.
Next edit will probably be a test to try moving the min onlies to the locations Freakling suggested. modified by NegativeZero
Freakling
What about thew minonlies?
if it was "shamelessly ripped off Lilac Unicorns" it would have knight's move patterns on it, btw ;)
I suggest you add some "real" solar array, to make the terrain look less monotonous, and to help players not getting lost in the open areas (characteristic terrain patterns can help you find your way around a map). modified by Freakling
NegativeZero
I plan to do that later when I finish the rest of the aesthetics.
About the minonlies, you made some GMCS comments suggesting a new location, I thought I might try that.
NegativeZero
Version 0.3 changes:
-Generators added to small ramps to 3rds
-Testing new minonly configuration
sorry freakling, might try your idea later if this doesn't work modified by NegativeZero
Freakling
SHould work.... But it's just so cookie-cutter...
NegativeZero
Version 0.4 changes:
-Double ramps to 3rds shrunk to single width, mineral blocks removed
-Center ramps widened (wanted to encourage the use of the center as a main attack path)
-Minor terrain adjustments
-Started some work on decoration
I agree that the minonly placement is boring, I still might scrap this version and try something else. modified by NegativeZero
Still a major work in progress, aesthetics especially are far from finished.
Not sure zerg can take third easily with taht ramp
Not sure zerg can take third easily with taht ramp
modified by Taranok
Also, the mineral only expansions in the center of the map are just too vulnerable and close to each other to make anyone want to take them, unless the whole map is pretty much mined out, kind of like the center expansion in Fighting Spirit.
If you decide to convert a SC2 map to a BW map, I suggest making some minor changes at least so that it incorporates some more standard features of current BW maps, so that it is "playable".
I believe the main concern atm is taking a 3rd in TvP. Its too hard for Terran.
I would suggest adding a hill like this to funnel movement:
The depots wouldnt be on the map, they are just in the picture to help visualize the extremity of the buildable area.
Merry Christmas and Happy New Year to everyone.
modified by CardinalAllin
Taking a third for Terran on this map is not difficult. It's like the distance of the mineral only expansion to the natural in Python. Just make turrets, plant mines, siege tanks.
Zerg third is much more important, because it basically decides the game.
I added GMCS to suggest were I would put the mineral onlies.
-Added mineral blocks to reduce the initial width of ramps to the 3rd
-Reduced the width of key points on the map (in front of 3rd and natural)
-Narrowed entrances to lowground 4th (both are now wallable with 3 pylons)
-Added unbuildable terrain (shamelessly ripped from Lilac Unicorns by Freakling, details will be added later)
-Edited inverted low platform ramp to better match the size of the normal ramp (also shamelessly ripped from Lilac Unicorns)
modified by NegativeZero
Next edit will probably be a test to try moving the min onlies to the locations Freakling suggested.
modified by NegativeZero
if it was "shamelessly ripped off Lilac Unicorns" it would have knight's move patterns on it, btw ;)
I suggest you add some "real" solar array, to make the terrain look less monotonous, and to help players not getting lost in the open areas (characteristic terrain patterns can help you find your way around a map).
modified by Freakling
About the minonlies, you made some GMCS comments suggesting a new location, I thought I might try that.
-Generators added to small ramps to 3rds
-Testing new minonly configuration
sorry freakling, might try your idea later if this doesn't work
modified by NegativeZero
-Double ramps to 3rds shrunk to single width, mineral blocks removed
-Center ramps widened (wanted to encourage the use of the center as a main attack path)
-Minor terrain adjustments
-Started some work on decoration
I agree that the minonly placement is boring, I still might scrap this version and try something else.
modified by NegativeZero