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)Undiscovered System
Map ID: #684
Author: trcc
Map Size: 96*128
Tileset: Space
Last Updated: 2006, 02, 16 07:02
Comments (18)
tronicc
So far my best work in space titleset map ( symmetrical terrain ) And the decoration took me a lot of time ;P
Travin
good job with the plating
Starparty
its a very nice map, but i suggest removing the corner expos and simply make it space there. Then the map will be easier to learn and more straightforward, what do you think? Money isnt a problem anyways
Starparty
-or- remove BOTH corner expos and replace with islands? That will give even more intense games..
flothefreak
ya, the corner expos feel somehow misplaced, as totally excluded from normal gameplay- like, hiddenexpo-tricks or something.
very nice look, playing on this map will really make fun because ingame this just looks great.
I really like it :)
maybe you should make a little highground square in the middle, where are now that 2 doodads (?) in the plating-square. this would make the "middlepoint" more striking and remarkable ingame, and imo such checkpoints feel good while playing, like the temple at LT, for example.
also, this map would probably benefit of one or two cliffs somewhere at the expansions, I miss them somehow because they often serve tactical decisions (clifflurks, cliffcanns, cliff-psi etc), and just add variety in the games.
maybe at the natural minonlies, or the 2 and 8 o' clock-expos, you could make one.
flothefreak
which dumbhead gave this one time zero and another time 1 point??
envy?
rated it 10 as equalizer, normal vote would have been 8 probably
flothefreak
another 10
so the 2 times of some dumb-voting should be corrected
tronicc
Updated****
As Starparty suggested, I converted(is it a word O_+? ) the corner expands into islands, and also added cliff near 2 and 8 o clock expos, + added 1 piece of hig platform in the middle
flothefreak
hm, I still would suggest to make this cliff bigger - maybe pull it a bit into the "path" the expos lie on, it doesn't make any difference on this spot if the path is larger or smaller
and think about cutting those isles off by using space. it would feel better imo on this map. also, they would be more "isle"-style :)
flothefreak
it's nevertheless an improvement
tronicc
Why would'nt make a difference ?_? if the path is smaller. Ya, i will put space instead :P
flothefreak
it doesn't make any difference for gameplay if the path is smaller at this spot, because there won't be any push from this side towards the expo, nor will there be any unit movements that are disturbed by a smaller path.
I just wanted to point out that you can pull the ciff more to the path, because this would not have a negative effect on the meaning/usage of the path or something else that could fuck up balance or gameplay somehow.
I say it in another way:
I would pull the cliff so that it takes more space from the path away. so the cliff is bigger then. And there is no negative effect when the path is a bit smaller than before.
sry if i was not clear enough
tronicc
I understand, but i don't get the point to make the cliff bigger O_+
flothefreak
imo people tend to use cliffs more when they're bigger
may sound strange, but it seems that it works more as "tactical option" in their minds when it's bigger. maybe this comes because it's more striking the eye when they see a map's picture the first time, dunno
tronicc
ya :P Ok now, i think it fits perfectly :)
I Made island of high platform, connected with the cliff near te other expand. I think it is enough big now =)
Starparty
ya its nice, gw
flothefreak
#2 SP :D
Listoric
Very nice map, and almost 100% symmetry, impressive.
very nice look, playing on this map will really make fun because ingame this just looks great.
I really like it :)
maybe you should make a little highground square in the middle, where are now that 2 doodads (?) in the plating-square. this would make the "middlepoint" more striking and remarkable ingame, and imo such checkpoints feel good while playing, like the temple at LT, for example.
also, this map would probably benefit of one or two cliffs somewhere at the expansions, I miss them somehow because they often serve tactical decisions (clifflurks, cliffcanns, cliff-psi etc), and just add variety in the games.
maybe at the natural minonlies, or the 2 and 8 o' clock-expos, you could make one.
envy?
rated it 10 as equalizer, normal vote would have been 8 probably
so the 2 times of some dumb-voting should be corrected
As Starparty suggested, I converted(is it a word O_+? ) the corner expands into islands, and also added cliff near 2 and 8 o clock expos, + added 1 piece of hig platform in the middle
and think about cutting those isles off by using space. it would feel better imo on this map. also, they would be more "isle"-style :)
I just wanted to point out that you can pull the ciff more to the path, because this would not have a negative effect on the meaning/usage of the path or something else that could fuck up balance or gameplay somehow.
I say it in another way:
I would pull the cliff so that it takes more space from the path away. so the cliff is bigger then. And there is no negative effect when the path is a bit smaller than before.
sry if i was not clear enough
may sound strange, but it seems that it works more as "tactical option" in their minds when it's bigger. maybe this comes because it's more striking the eye when they see a map's picture the first time, dunno
I Made island of high platform, connected with the cliff near te other expand. I think it is enough big now =)