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Brood War Map Makers Thread - Page 2

Forum Index > BW General
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CharactR
Profile Joined January 2020
Canada108 Posts
April 12 2020 16:58 GMT
#21
I'm a complete noob to making bw maps so i could use some input. I also made like 3 versions where the 12/6 o' clock locations are different.

Underworld A
+ Show Spoiler +
[image loading]


Underworld B
+ Show Spoiler +
[image loading]


Underworld C
+ Show Spoiler +
[image loading]



Creator of ladder maps: Altitude LE, Undercurrent (2v2), Crimson Research Lab (2v2), Sandstorm (3v3), Lexiphanicism (4v4), Floodplain (4v4)
Eywa-
Profile Blog Joined August 2010
Canada4876 Posts
April 13 2020 20:06 GMT
#22
I updated SpaceX in order to make it possible to defend in the early game. The Psi Disruptor is not stacked. It's still not ideal for Zerg with the creep being so far out, but that's also kind of the point (it's also significantly better than original for Zerg defense). I'm not trying to make it easy for Zerg, specifically I want the map to be good for PvZ while not being entirely boring (Protoss Plains).
[image loading]
[image loading]
Being mannered is almost as important as winning. Almost...
Eywa-
Profile Blog Joined August 2010
Canada4876 Posts
April 16 2020 16:38 GMT
#23
On April 14 2020 05:06 Eywa- wrote:
I updated SpaceX in order to make it possible to defend in the early game. The Psi Disruptor is not stacked. It's still not ideal for Zerg with the creep being so far out, but that's also kind of the point (it's also significantly better than original for Zerg defense). I'm not trying to make it easy for Zerg, specifically I want the map to be good for PvZ while not being entirely boring (Protoss Plains).
[image loading]
[image loading]

Some comments on the map above:

A noteworthy feature of this map is the ability to siege the natural mineral line from behind the cliff... I'm not sure if this is broken or not in vertical spawns (horizontal or cross is definitely not).

It can be annoying in PvT, but it's entirely preventable with scouting (As a cheese play)... The only thing I'm not sure of is how well / if Protoss can defend that from a mid game 5/6 fact push. I'm not at a level to which I can really attest to that, so it's just an observation at this point.

I would like to know how other map makers deal with dilemmas like this.

I also noticed some of the mineral formations are inefficient, I tried to spend some time fixing the path finding regions / re-positioning the minerals, but god damn is that hard.

I also am trying to figure out how to ensure the scouting paths are uniform across all bases, I need to check the path finding in a bit more detail for that too, I think the paths are still a bit weird on vertical spawns.

I really am enjoying the positional differences on this map though, it's complex strategically...

In TvP, I've been informed that it seems really difficult to take a third gas. I'm not sure how big of a thing this is at the moment, the vertical high ground is build-able Terran, so I imagine if Terran takes that, they can easily secure split map, it's another question that's hard to answer without a better understanding. The game where this came up, I had taken that high ground as Protoss and the Terran was on the low ground (mineral only), so it was basically impossible for him to secure the 3rd gas from that position.

It's certainly a bit more difficult than Circuit Breakers, but I'm not sure it's too difficult... But then I don't like easy third bases for Terran, maybe it's my Protoss bias.
Being mannered is almost as important as winning. Almost...
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