[sub]Felt like making a map tonight. Everything was from scratch, had no idea in mind when I made it. Spent alot of time in decoration though.
Meh, pic looks a little wierd, any ideas?
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looks nice, i like the start locs toward mid of map instead of another topleft/bottom right-ish 1v1.
But can a siege tank behind mins reach other player's min line? That's the only real thing that could bother me
Make sure siege tanks cannot be placed anywhere on top of those high cliffs. That would suck if those cliffs were landable. As far as I can tell from the picture, I think those cliffs do look landable.
[sub]Map Updated.
- Fixed any high dirt landable areas.
- Put doodads in any landable holes.
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I dont like maps with 2 different areas of attack, but overall it looks okay.
Yea, It makes scouting extremely important, otherwise, you bring an army one way, you get flanked, you spread too thin, you get devastated..
Muta harrassment will be extremly deadly with this map, here's why:
Very short distance between bases (means mutas show up at your door much faster)
Mutas can run to nearby static defence if they're chased by corsairs.
What this means: Every game will probably consist of quick mutas. The reaver drop equivilant will be null, because it will be easy for mutalisks to shoot it down before it gets close enough.
All theorycraft, but it seems to me, you'll have to be far better than your Zerg opponent to beat him.
phff who goes reavs drop when you know your opponent has mutas, if you go reavs in pvz, its usually to break through a defense of sunks.
Gosus
I wouldn't go reavs to break through sunks, I'd just take my own expansion while he spends all his money on static defence. I don't know... it's like 4 scarabs just to kill one sunk, 60 minerals...
Maybe quick sairs to d-web would be viable defence to quick mutas... I dunno, needs play testing =)
[sub]More updates at BWMN.[/sub]