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)Beehive
Map ID: #4789
Author: Freakling
Map Size: 128*128
Tileset: Desert
Last Updated: 2017, 06, 08 04:38
Comments (17)
outscar
WTFWTFWTF.
Era of islands maps is over but ppl manage to make those maps happen again.
This maper no longer has an April Fools to excuse his poor maps. Although this shit looks fun to play via carriers. modified by outscar
NegativeZero
it's not a standard island map, though, it looks like all of the islands can be accessed by mineral walking workers across those fortress style sprite gates. it's a very interesting concept, especially how zergs can expand faster since they have overlords to give vision of the minerals.
outscar
I didn't test it, but you might be right. I can say that at middle you can glitch worker to get into another side. Never checked those mystic gates.
Freakling
In its current form, though, Zerg can probably expand too fast, compared to the other races.
Especially PvZ would probably present some major problems: Zerg can easily grab 3 gas very rapidly (while also getting easy scouting info with their ovies) and Protoss will be contained on one base (and basically blind) until their first corsair comes out. By the point P can actually expand, Z can probably just deny them at will with massive muta flocks, and on one gas, there is no way for P to pump out enough Corsairs to counter it. modified by Freakling
sTY_leZerG-eX
I want 2 like it..
Freakling
Where there is a will there is a way. modified by Freakling
CardinalAllin
Good update, removed drop spots and added worker movement minerals.
Its a cool map.
This is going to sound a bit silly but I will say it anyway.
The map could actually be a good candidate for what we were talking about in the afterslime thread; a small army, micro focused, lower econ thing.
If you made this map cross spawn only, and took out all the gates so that it was a ground map, plus changed the resources (2 gas in main etc), I think it would actually still be pretty fun.
Ofcourse not expecting you to want to do that, just a thought.
Freakling
2 gas in the main? cross spawn only? Take out the gates? Are you serious? None of these sound like a remotely good idea that would work with this map, on its own or in any combination...
CardinalAllin
I have an agenda, and was using this map to promote it; bit cheeky/lame.
Freakling
The best way to further your agenda would be to actually forge it into a nice map to do it for you...
I think using the "infested geyser" mechanic in a double gas main, as suggested by me in this thread would probably work out rather well.
NegativeZero
how exactly does the infested geyser thing work? only z can mine gas while the building is still there, but anyone can mine once it is destroyed, am i correct?
Freakling
That would be the basic version. You can also twaek it, so only Protoss is mining-impaired.
Freakling
Version 1.00
- finished deco
- debugged resources
- stacked gate minerals 6x to make denying tactics a bit harder
CardinalAllin
Its so fun. The potential for sillyness is extraordinary, well done.
Freakling
It's not silliness, it's clever strategizing!
Scout with worker, deny scout by mining out minerals, sneaking in scout through backdoor anyway, or denying that as well, expand fast, deny expansions by mining out minerals, proxy a robo, pull workers to destroy Pylon... It's an island map with all the tactical finesse of a ground map!
Freakling
Just uploading some more map packs for ASL submission... I guess I did not upload the final changes to this one I did half a year ago or so...
Era of islands maps is over but ppl manage to make those maps happen again.
This maper no longer has an April Fools to excuse his poor maps. Although this shit looks fun to play via carriers.
modified by outscar
Especially PvZ would probably present some major problems: Zerg can easily grab 3 gas very rapidly (while also getting easy scouting info with their ovies) and Protoss will be contained on one base (and basically blind) until their first corsair comes out. By the point P can actually expand, Z can probably just deny them at will with massive muta flocks, and on one gas, there is no way for P to pump out enough Corsairs to counter it.
modified by Freakling
modified by Freakling
Its a cool map.
This is going to sound a bit silly but I will say it anyway.
The map could actually be a good candidate for what we were talking about in the afterslime thread; a small army, micro focused, lower econ thing.
If you made this map cross spawn only, and took out all the gates so that it was a ground map, plus changed the resources (2 gas in main etc), I think it would actually still be pretty fun.
Ofcourse not expecting you to want to do that, just a thought.
I think using the "infested geyser" mechanic in a double gas main, as suggested by me in this thread would probably work out rather well.
- finished deco
- debugged resources
- stacked gate minerals 6x to make denying tactics a bit harder
Scout with worker, deny scout by mining out minerals, sneaking in scout through backdoor anyway, or denying that as well, expand fast, deny expansions by mining out minerals, proxy a robo, pull workers to destroy Pylon... It's an island map with all the tactical finesse of a ground map!
modified by Lyra