
Omg, I actually followed advice this time!
I think...3 stacked temples, 10 stacks of Minerals total per small ramp.
How'd I do?
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Post has been edited 3 time(s), last time on Jan 23 2010, 10:11 pm by Pronogo. Reason: Removed generators.

Omg, I actually followed advice this time!
I think...3 stacked temples, 2 generators per bridge (they aren't stacked). 10 stacks of Minerals total per small ramp.
How'd I do?
The two holes in the middle... can workers walk through it? If they can't... then about 90% of early game is null because you can't scout your opponent, or worse, they picked random and you can't tell what race they are.
None.
I see what you mean. Should I simply remove the blocks on the bridges? The Temples would just block you from getting quickly to your opponent's base.
EDIT: Yeah, that's what I'm doing.
extra small choke + cliffed. i dunno.
extra small choke + cliffed. i dunno.
It's to help balance the map. Zerg do better (at least in my experience) with chokes. To make it balanced AGAINST Zerg as well, I added in the back entrance.
T>All.
Tanks can be dropped on to multiple non-reachable spots just about everywhere on the map.
Too tight, concept doesn't work.
T>All.
Tanks can be dropped on to multiple non-reachable spots just about everywhere on the map.
Too tight, concept doesn't work.
Are you saying there are tank holes in the expansions or just in unreachable positions scattered throughout the map?
The expansions, the cliffs in the middle, middle of the bridges, ect. Just tanks everywhere.
But nobody uses tanks these days...
None.
I'm just dying to know how Pronogo plays. Because that is not the balance in consideration of average to professional players.
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But nobody uses tanks these days...

Yeah? And I'm fucking Bisu.
Id like to regard something else. How long did it take you to make this map?
None.
Id like to regard something else. How long did it take you to make this map?
'bout a day.
I'm just dying to know how Pronogo plays. Because that is not the balance in consideration of average to professional players.
I'm a D player.
The expansions, the cliffs in the middle, middle of the bridges, ect. Just tanks everywhere.
Sunken sandy pits are meant to be tankable. -.-'
The middle of the bridges are not unreachable.
The point is if the bridge is still blocked you can drop tanks inbetween. You can drop tanks in those little expos and fire on units that can't fire back.
You're forcing strats that have drop tech way too early in this map. Maps are to be versatile, not restrictive. This is why its a bad map.
You're forcing strats that have drop tech way too early in this map. Maps are to be versatile, not restrictive. This is why its a bad map.
OR either side could just not get drop tech at all. That's always a possibility.
Alright, I'll work on open-ness and ridding-of-T>all-ness.
A day? That explains everything.
When you make a map, look at it. What needs improvement? There is ALWAYS something to improve. Fix it. Keep doing this.
Maybe even the layout of the map is bad, in which case you need to start over completely. Then, imagine you were playing as terran. How would you exploit siege tanks, wraiths and spider mines? How would you be able to bottleneck the tight areas?
If you were zerg, imagine lurkers and mutas. Do the same thing.
Dont do anything for toss, because they need advantages since protoss players (us protoss players) are weak at the start.
It should take about a week to make your map. 3 days to make a draft, then 3 days to make the final copy.
None.
Funny, because you often take about two days per map.
Funny, because I often work on 3 maps at once.
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It took you a day to make this map? Damn, it takes me like two hours to make a map. >.>
Quote from name:Dem0nS1ayer
It took you a day to make this map? Damn, it takes me like two hours to make a map. >.>
Contradiction towards me, I say!
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