I made this map with some thought at least.. but i still have problems with the expo and stuff.. hopefully this is at least even a bit OK omg..
[sub]Too much empty space, too many flanking locations, ugly, how do you expect zerg to defend its nat? Its going to have hard enuogh time tring to defend three entrances.[/sub]
3 entrances into the main, why didnt i think of that. Damn you're gosu.
QUOTE(Valug @ Jan 2 2006, 03:15 AM)
[sub]Too much empty space, too many flanking locations, ugly, how do you expect zerg to defend its nat? Its going to have hard enuogh time tring to defend three entrances.[/sub]
[right][snapback]395743[/snapback][/right]
What do you mean by too many flanking locations?
(P.S Thx yenku for the links)
[sub]Mainly meant the 3 entracnes into the base.[/sub]
Oic.. so what if I remove the 2 ramps at the sides?
[sub]I would try to make it so theres only one entrance, and that entrance has a nat that can defend it. [ For Zerg's sake ][/sub]
The picture has some stuff that could improve your map. You don't have to follow them to make a good map, but some things are required for one, such as adequate building space, a base that is defendable, and a natural that isn't too difficult to take. Most of the stuff can probably be found in the guide linked by Yenku. Once you get those main things that make a playable map, you can experiment and make different, unique, and fun maps to play.
I feel that this map is just a flat plane with random holes and walls; don't get me wrong it looks cool, and it might play ok. But I feel that maps should flow with the tileset, act as an actual geographically possible area. This usually allows for a bit more strategy, opening up ridges and islands, etc.
Pekkel thanks for saving me 10 minutes.