**alpha and undecroated**Main (2): 8 minerals 1 geyser
Nat (2): 6 minerals 1 geyser
2nd Nat (2): 7 Minerals 1 Geyser
High island expo (2): 8 minerals
Low island expo (4): 8 minerals 1 geyser
Into The Oven:
I like it, a nice short map thats not too confusing. (Just what i need!) Looks fun with some Zerg v Zerg... Good Job.
A little too simple for me.
And I think the islands have too much minerals on them. Theyre supposed to be an auxiliary of the mainland resources, instead of holding enough minerals for another two players.
You could have a little bit less on the non-bases. But it looks fine to me.
QUOTE(mobomojo @ May 2 2005, 03:43 PM)
A little too simple for me.
And I think the islands have too much minerals on them. Theyre supposed to be an auxiliary of the mainland resources, instead of holding enough minerals for another two players.
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the point of the map is that you can't stay on the non-island part, because it's starved
ADDITION:
oh, and like the title says it is undecorated
ADDITION:
i also may enlarge the island to make dropping them easier
just as mobo said it looks to simple for me as well...
I think by the 3rd natural you should have the lava hook around it making a smaller choke point and make it harder to get through. The middle looks kind of plain with that little line going down... mabe put some shale to stop building there.
No one will even go to the geysers on the side because the mainland has so many minerals and geysers... there is no nead
This version is undecorated.
I don't know if three geysers is enough, but I may remove the geyser from the 2nd nat.
I think 2 geysers is enough... Put some on the side Island Expos so if they want more they need to work for it
the way it is set up it is not going to be a long game unless they make it a long game... Which will be too long
to the scrap heap she goes
lol, first time i look at the topic, i thought you were talking about the Holocaust....
your map, it has a huge middle... thats awesome
A couple of suggestions:
+ As all of your expansions can be chrushed on the way from one main to another, i suggest u open up at least one of the corner expansions for land access.
+ if you follow the above, turn the 2nd naturals into mineral onlys
+ add a good amount of unbuildable terrain to the islands, since a good deal of your minerals on them, you dont want a player being able to hold it with just static defense and minimal units. If they want to hold the expansions they have to concede a good deal of land power to take them.
QUOTE(ihatett @ May 2 2005, 07:06 PM)
This version is undecorated.
I don't know if three geysers is enough, but I may remove the geyser from the 2nd nat.
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i wouldnt call it a second nat, but whatever.
Take out the gas in it, its too much for zerg, just like lt, base w/gas, nat w/ gas, and 2nd nat w/ minerals.
Zerg would be deadly, they could get easy/fast ultras and have thier way with terran or protoss.
ADDITION:
Oh yea, there is a lot of flanking room, im not sure if its good, but when you do add doodads, add alot.
Isn't that expo's space right above red's main a bit small compared to blues since red's main kinda bulges into the area whereas blues bulges away? Or am i just seeing things
It probably just has to do with the ramp placements. In blues, the ramp leads directly into the expo. Reds ramp had to curve around to help create the same effect.
i already gged this map above
it won't be worth the trouble to even find out if it's balanced or not
lol, dont give up so easily, it takes time to construct a map, ok maybe itll never be good, but its worth the try to make it better, it helps you as well.
i have a much better map i've been working on
ok, then ill gladly help you with that one.
yes, i'll be looking forward to your and everyone's criticism... i'll post it later today
Sarcasm?
lol, thanks for posting on my map in PGT, and staightening out that tard.