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A brief guide to CREEP SPAWNERS (by Freakling)
(5)Northstar
Map ID: #4965
Author: EywaSC
Map Size: 128*128
Tileset: Ice
Last Updated: 2017, 09, 13 13:53
Comments (4)
JungleTerrain
Oh nice! Haven't seen a 5-player map in a bit.
Are you going for Troy gates next to the naturals?
Is this intended for 1v1?
Freakling
Was this made using the inbuild rotational symmetry tool of ScmDraft? With manual layout planning and editing you can achieve much better use of space. The stretch options ScmDraft currently offers cause a lot of area inflation towards the edges, so those unfortunately are not very helpful for this kind of layout either.
I generally found it best to start out with a slightly distorted (compressed angles in diagonal directions) equilateral pentagon with one corner pointing towards one of the map edges as natural locations and build out the map from there.
"Reverse Troy gates" do not really workm unfortunately, as Terran can only partially open them up and Zerg not at all, due to the different widths of their respective gas collectors' collision boxes.
Tankable naturals mean there is a heavy rotational imbalance towards close clockwise spawning Terrans (and a huge advantage for Terran in general).
Likewise, there are a lot of resources around a small, high ground centre. Terran mech just dominates that kind of scenario. modified by Freakling
Eywa-
It is intended for 1v1, i'm still looking to make better space of the area behind the natural, so that should fix the tanking issue.
I created the middle and spawn locations with rotational symmetry, the mains and nats were more or less built out from there individually. I started pushing out to the corners initially, but that seemed like too much of a positional imbalance due to rush distance and what not changing depending on location.
Also, given it's a 1v1 map, I'm not sure how much I actually need the space along the edge of the map, the only issue with it right now is Terran can drop tanks there. I might try to make a little bit better use of it.
About the center, I think I will reduce the mincount.
Freakling
Well, the issues are connected: The space you waste due to lack of proper stretching is the space you'd need to fit in proper spacing and another expo per player around the perimeter and thus free up the middle.
Are you going for Troy gates next to the naturals?
Is this intended for 1v1?
I generally found it best to start out with a slightly distorted (compressed angles in diagonal directions) equilateral pentagon with one corner pointing towards one of the map edges as natural locations and build out the map from there.
"Reverse Troy gates" do not really workm unfortunately, as Terran can only partially open them up and Zerg not at all, due to the different widths of their respective gas collectors' collision boxes.
Tankable naturals mean there is a heavy rotational imbalance towards close clockwise spawning Terrans (and a huge advantage for Terran in general).
Likewise, there are a lot of resources around a small, high ground centre. Terran mech just dominates that kind of scenario.
modified by Freakling
I created the middle and spawn locations with rotational symmetry, the mains and nats were more or less built out from there individually. I started pushing out to the corners initially, but that seemed like too much of a positional imbalance due to rush distance and what not changing depending on location.
Also, given it's a 1v1 map, I'm not sure how much I actually need the space along the edge of the map, the only issue with it right now is Terran can drop tanks there. I might try to make a little bit better use of it.
About the center, I think I will reduce the mincount.