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A brief guide to CREEP SPAWNERS (by Freakling)
(2)Fuuharenjin
Map ID: #4876
Author: CrystalDrag
Map Size: 128*96
Tileset: Twilight
Last Updated: 2017, 01, 18 01:13
Comments (30)
JungleTerrain
Do the wallins for the nats work properly? High basilica is unbuildable, so make sure that the gateways/forge for PvZ FE are ling tight as you finish the nats.
I feel like the middle expos won't be used, they are in the way of the two most important paths in the map to move an army from one side of the map to the other.
The top right and bottom left are pretty cramped and have a lot of stuff going on. Four expos in close proximity to each other. I think The 1 and 7 o clock are way too cramped as they are and the mineral formations are awkward as a result.
I think you could remove the middle expos, allocate space in the corners better as a result, giving the 1 / 7 o clock positions more room, as well as that low ground path.
The double bridges don't really lead to anything meaningful coming from the mid, i think it just restricts movement around the map more than anything
Freakling
Is cd = CrystalDrag?
Anyway, I really hope those not-quite-inverted ramps and oh-so-straight mineral formations are just meant as placeholders...
modified by Freakling
JungleTerrain
i remember u guys used to do that mystery author thing, where someone would upload a map with no author and people tried to guess who it was based on the style of the map... it got kinda annoying after a while lol
CrystalDrag
small ramp from natural is going to be blocked off while imrpove walkking
JungleTerrain
How will it be blocked? Minerals or neutral building?
CrystalDrag
stasis cell is moved 5 tiles sw for ling tight against the gateway modified by CrystalDrag
Freakling
Do scarabs pass?
Taking a look at Demonio Azul would probably halp you with your basilica ramps (mostly with regards to correct terrain levels. modified by Freakling
JungleTerrain
Now I know that you use orange for your grid :)
CrystalDrag
Scarabs do pass, and I'll be sure to re-download demonio to take a look.
orange is a night distinctive color from the tilesets except desert, which I never create anymore :) Going to upload update later in week, one final left.
Freakling
Why do you hate desert ?! ;..( modified by Freakling
CrystalDrag
So checking chkdraft, my ramps are fine in elevation. however, the high ground bascilla cliffs are fucked up :(
desert isometric tiles are so hard to work with
new updateish modified by CrystalDrag
CrystalDrag
Does picture not update?..
Basic decoration done, reset the dimensions to 128x96 modified by CrystalDrag
JungleTerrain
I still don't agree with the double bridges, maybe it's just me but I feel it makes the map tight for not enough strategic benefit. I'd rather make it a slightly narrowed path with an overlord spot extending from the middle high ground area.
Do the nats feel comfortable? Choke looks kinda big but I could be wrong, haven´t opened the map.
CrystalDrag
I'm afraid i dont know what you are trying to convey about the double bridges.
Chokes is meant to be big with a high ground advantage.
edit : remove the bridge closer to 12/6 and replace it with overlord spot?. modified by CrystalDrag
JungleTerrain
hm I guess how you have it now is what I was thinking of for an edit. My point was just that I felt the double bridges didn't really lead to anything. Attacking the nat is better from the front, and attacking the third is better from the low ground passage/valley at bot left and top right.
A player moving out from the nat would never use the double bridges since they would just push out straight from the nat. And if a player was thinking of going to that third and then moving into the middle, the double bridges would just make pathing annoying.
CrystalDrag
Widened the middle ramp a little, added some doodads.
please ignore the little patch of crushed rock, i was using it for copy/pasting purposes. There will be a cool mud pattern from bridge to bridge.
Need some input on how many to stack the stasis prison. Things to consider :
Less #
* killing this shortens the path to a third base
More #
* killing will leave a gap in protoss and terran wallins.
** can be killed out of range of cannons from low ground
modified by CrystalDrag
Jukado
I really like this one. The change to the single bridge is good, feels nicer. PvZ walling at the nats is still a concern. I would add cliff clutter to make the nats smaller and a different shape so that you can wall well behind the stasis cell in a more normal fashion.
Freakling
Can't you add a proper cliff between the low ground and the high ground clutter behind the natural? For the basic idea how to do this (besides Kespa-style sprite covering, of course), look at this map.
CrystalDrag
@cardinal this is what i get for trying something different from (4)Vin and (2)Cross game ;'(
@freaky i suppose i could, i forget about that map half your maps because you dont pursue them
2 in 1?
New update modified by CrystalDrag
JungleTerrain
Nice blends
Freakling
^Me gustan :D modified by Freakling
CrystalDrag
I hope that your original comment wasn't "Me gusta" :D
JungleTerrain
Theyre both correct... native Spanish speaker here :P
CrystalDrag
Pretty sure gusta is singular and gustan is plural. :(...
JungleTerrain
Me gustan las mezclas de terreno
Me gusta la mezcla de terreno
I guess it depends how u translate it before you respond to it :0
Freakling
I just typed me gustay ( "I like [it / what you did there]" ) then decided to specify "it" – me gustan ( "I like [the new blends]" ).
German makes the same distinction ( es gefällt mir / sie gefallen mir ), so that's not a grammatical concept I have any trouble with. modified by Freakling
CrystalDrag
Glad i dont take foriegn languages :3
New update? Need to start mineral testing.. unfortunately my computer cant run broodwar for shit.
some changes
*bascilla inverted ramps
*3rd inverse cliff shortened
*tank holes
*deco
*a name after 47 updates. modified by CrystalDrag
JungleTerrain
47 updates? Dang I must have missed most of them, I saw it jump from 16 to 20 something then 34, 36 and then 43
CrystalDrag
I dont upload all of them, i guess i could make a gif of it?
If anyone can find the tile that is messed up you get a cookie. modified by CrystalDrag
Jukado
Looking good. Are you going to keep the stasis cell now that the nat entrance is tighter?
I havent downloaded and looked in the editor yet, my pc is still not fixed properly, Im not online fully.
So I cant tell how the nat walling is at the moment and therefore I cant make any suggestions, (or find this hidden tile puzzle!).
I will try and look soon though.
I feel like the middle expos won't be used, they are in the way of the two most important paths in the map to move an army from one side of the map to the other.
The top right and bottom left are pretty cramped and have a lot of stuff going on. Four expos in close proximity to each other. I think The 1 and 7 o clock are way too cramped as they are and the mineral formations are awkward as a result.
I think you could remove the middle expos, allocate space in the corners better as a result, giving the 1 / 7 o clock positions more room, as well as that low ground path.
The double bridges don't really lead to anything meaningful coming from the mid, i think it just restricts movement around the map more than anything
Anyway, I really hope those not-quite-inverted ramps and oh-so-straight mineral formations are just meant as placeholders...
modified by Freakling
stasis cell is moved 5 tiles sw for ling tight against the gateway
modified by CrystalDrag
Taking a look at Demonio Azul would probably halp you with your basilica ramps (mostly with regards to correct terrain levels.
modified by Freakling
orange is a night distinctive color from the tilesets except desert, which I never create anymore :) Going to upload update later in week, one final left.
modified by Freakling
desert isometric tiles are so hard to work with
new updateish
modified by CrystalDrag
Does picture not update?..Basic decoration done, reset the dimensions to 128x96
modified by CrystalDrag
Do the nats feel comfortable? Choke looks kinda big but I could be wrong, haven´t opened the map.
Chokes is meant to be big with a high ground advantage.
edit : remove the bridge closer to 12/6 and replace it with overlord spot?.
modified by CrystalDrag
A player moving out from the nat would never use the double bridges since they would just push out straight from the nat. And if a player was thinking of going to that third and then moving into the middle, the double bridges would just make pathing annoying.
please ignore the little patch of crushed rock, i was using it for copy/pasting purposes. There will be a cool mud pattern from bridge to bridge.
Need some input on how many to stack the stasis prison. Things to consider :
Less #
* killing this shortens the path to a third base
More #
* killing will leave a gap in protoss and terran wallins.
** can be killed out of range of cannons from low ground
modified by CrystalDrag
@freaky i suppose i could, i forget about
that maphalf your maps because you dont pursue them2 in 1?
New update
modified by CrystalDrag
modified by Freakling
Me gusta la mezcla de terreno
I guess it depends how u translate it before you respond to it :0
German makes the same distinction ( es gefällt mir / sie gefallen mir ), so that's not a grammatical concept I have any trouble with.
modified by Freakling
New update? Need to start mineral testing.. unfortunately my computer cant run broodwar for shit.
some changes
*bascilla inverted ramps
*3rd inverse cliff shortened
*tank holes
*deco
*a name after 47 updates.
modified by CrystalDrag
If anyone can find the tile that is messed up you get a cookie.
modified by CrystalDrag
I havent downloaded and looked in the editor yet, my pc is still not fixed properly, Im not online fully.
So I cant tell how the nat walling is at the moment and therefore I cant make any suggestions, (or find this hidden tile puzzle!).
I will try and look soon though.