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A brief guide to CREEP SPAWNERS (by Freakling)
(8)Cerebral
Map ID: #5108
Author: PhilipJayFry
Map Size: 128*128
Tileset: Space
Last Updated: 2019, 05, 01 00:17
Comments (2)
PhilipJayFry
Hello everybody!
About the map:
- minerals / gas in main are 2500 / 8000
- min / gas of the rest is 1500 / 5000
- all mains can be walled with a depot and barracks; all marines will spawn inside the main
- resources in main and natural are far away enough so they cannot be siege-tank shot from another main
- units can safely exit the natural without being tank-shot from another main (distance is big enough)
Known issues which I can't fix because of limited space:
- 12, 3, 6 and 9 o'clock bases have more "edge surface" from where drops or similar stuff can enter the base
- unwalkable ground around the main highground is smaller than the siege-tank radius; you can hit parts of the lowground from within a main and vice versa
- bases have different usable sizes, but I could still fit in a good mid-/lategame terran base in all of them (you can't afford more anyways from just one main+nat)
- smallest to biggest mains are: (12/6), (3/9), (1/7), (11/5) o'clock
Please if you have constructive feedback, giving me a hint or idea how to implement the feedback would help me a lot. Comments like "Bases look weird" is useless if you don't specify.
Thanks :)
Freakling
I would redesign the middle a bit in a manner that puts the obstacles more in between the middle bases as to separate them from each other better.
Somewhat like here or here. modified by Freakling
About the map:
- minerals / gas in main are 2500 / 8000
- min / gas of the rest is 1500 / 5000
- all mains can be walled with a depot and barracks; all marines will spawn inside the main
- resources in main and natural are far away enough so they cannot be siege-tank shot from another main
- units can safely exit the natural without being tank-shot from another main (distance is big enough)
Known issues which I can't fix because of limited space:
- 12, 3, 6 and 9 o'clock bases have more "edge surface" from where drops or similar stuff can enter the base
- unwalkable ground around the main highground is smaller than the siege-tank radius; you can hit parts of the lowground from within a main and vice versa
- bases have different usable sizes, but I could still fit in a good mid-/lategame terran base in all of them (you can't afford more anyways from just one main+nat)
- smallest to biggest mains are: (12/6), (3/9), (1/7), (11/5) o'clock
Please if you have constructive feedback, giving me a hint or idea how to implement the feedback would help me a lot. Comments like "Bases look weird" is useless if you don't specify.
Thanks :)
Somewhat like here or here.
modified by Freakling