Second attempt at a map. I dunno if it's too tight or not.
By the way, this map, like my first, is on twilight (tileset)
Attachments:
None.
There's no natural O.o.
Otherwise okay aside from the fact that 3rd gas base is bigger than the main.
None.
Wasted space, bad formations, bad concept. You'd pretty much be better off re-making most of the map.
Some tips:
Read the stickies, specifically
this one. If you have already, read it again, because you obviously didn't understand it, due to your mineral amounts and formations, and the general feel of your map. In fact, you might want to re-read all the stickies in this section if you want to improve. Just saying.
Avoid straight lines, use curves. Straight lines are the enemy.
Use bridges sparingly. There's a reason maps with lots of bridges are imba.
Avoid using building sprites for now, because you have no idea how to use them properly or tactically.
Ex, at least it's playable. The 2x temples make rush distance long at the beginning of the map and at the very least do little to no harm aside from screwing with pathing.
I can see this being feasibly played if he puts a natural in the low ground near the main (after moving the start location closer) and make the corrent corner expansions into low-ground min-onlys.
(In any case, this is better than the "checkmate" map KeSPA started using, even in its current state.)
None.
Its feasible if more than 50% of it is modified or re-done. If more than 50% of the map has to be re-done to make the map balanced, you might as well be working with a blank SCX.
Ah, well. I knew I was due for a bashing since my last map had basically gone away unscathed.
Wasted space, bad formations, bad concept. You'd pretty much be better off re-making most of the map.
Hm... could you elaborate more on "bad formations"? I will probably abandon this map, but I want to get a little better before starting anew.
Some tips:
Read the stickies, specifically
this one. If you have already, read it again, because you obviously didn't understand it, due to your mineral amounts and formations, and the general feel of your map. In fact, you might want to re-read all the stickies in this section if you want to improve. Just saying.
Ok, I'll read them again, thanks
Avoid straight lines, use curves. Straight lines are the enemy.
I have a BIG problem with this. Mainly because all curved pathways look very tight to me.
Use bridges sparingly. There's a reason maps with lots of bridges are imba.
Avoid using building sprites for now, because you have no idea how to use them properly or tactically.
Yessir.
Oh and: I added the two temples to block the secondary entrance because the "natural" wouldn't protect the main. Dunno if that was a smart move or not
There's no natural O.o.
Otherwise okay aside from the fact that 3rd gas base is bigger than the main.
That was just suppose to be a random base if you got map control; I put it out in the open because I thought my map was lacking expansions and it was the least blocking there.
None.
Your mineral formations aren't good, and neither is your ISOM formation. Gradual diagonals and curves for ISOM, and see the picture in the sticky
here about mineral formations. Also, distribution is listed in the tutorial I linked before. You put way too many in the main.
I like this map, make it less wide open though. Creativity is a good thing, there isn't a right and wrong way to make a map.
None.
Im scraping this map due to the ISOM tool making the areas blocky and such. Expect to see another project soon...
This is the "Final" version of the map.
-Removed all the protoss temples
-Added a natural expansion
-Removed 1-2 patches from each expansion, possibly fixed the placement a little bit
-Changed the middle expansions to mineral only
I like this map, make it less wide open though.
I tried to make it wide open to prevent a super tank push from T.
None.
It's not playable, go ahead, 12nexus. Lets see how that goes. Or better, 12hatch. Try to do a 2base strategy without your nat (if you can call it that) getting run over. Soooo much wasted space, look at those mains and third gases.
A few tightness problems, nothing too significant though.
Probably needs to be scrapped.
None.