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)High Road
Map ID: #4695
Author: Freakling
Map Size: other
Tileset: Desert
Last Updated: 2014, 04, 05 19:18
Comments (13)
CrystalDrag
Prob not Freakling. Idk :D I like the boxes.
Freakling
rescaled to 128x96. Simplifies the layout a lot and looks much better, I think.
CrystalDrag
Excessive use of symmetry, very diappointed in you >:(
traceurling
Zerg seems unable to any significant damage against Terran with a muta opening
Freakling
Why do you think so?
traceurling
Both the natural and main mineral lines seem easily defensible...also sorry idk if the boxes do anything but if they have no function really then its a pretty open and cliffless walk for the marines to walk from the Terran natural to the Zerg natural without much room for harassment.
Freakling
What "boxes" are you talking about anyway?
So basically you think I should add some cliffs somewhere on the path from nat to nat?
Tricky with this layout. Maybe I should just have the main mineral face to the other side. But then, the effect of this is somewhat overrated, I think, because T could still pretty easily turret up behind it. modified by Freakling
CrystalDrag
Well you messed up the boxes.
traceurling
I think moving the main minerals looks weird maybe rotate the natural minerals so that they form a right angle with half the minerals facing the cliff and half as they are... And when I say boxes I refer to the rectangle tiles of the bridge on the top low ground
Freakling
The "boxes" are just unfinished bridge terrain.
The shortest path from nat to nat is over the ridges, by the way.
I removed the "Force Field" because it would have protected Marines at what is probably the best spot for muta interception.
I could replace (some of) the Tar with high ground clutte, I guess. The bridges do not look so good, anyway.
You can go for the Natural gases now. And this way nat resources are almost auto-balanced.
So basically you think I should add some cliffs somewhere on the path from nat to nat?
Tricky with this layout. Maybe I should just have the main mineral face to the other side. But then, the effect of this is somewhat overrated, I think, because T could still pretty easily turret up behind it.
modified by Freakling
The shortest path from nat to nat is over the ridges, by the way.
I removed the "Force Field" because it would have protected Marines at what is probably the best spot for muta interception.
I could replace (some of) the Tar with high ground clutte, I guess. The bridges do not look so good, anyway.
You can go for the Natural gases now. And this way nat resources are almost auto-balanced.