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[G] Map Design Consideration Tips - Page 2

Forum Index > SC2 Maps & Custom Games
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Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
September 11 2010 22:52 GMT
#21
--- Nuked ---
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
September 12 2010 02:34 GMT
#22
in bw, zerg's strength was mobility. But in this game it is the exact opposite.
..and then I would, ya know, check em'. (Aka SpoR)
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
September 16 2010 16:12 GMT
#23
--- Nuked ---
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-09-26 17:54:57
September 26 2010 17:05 GMT
#24
Just wanted to bump this for a few tips for main base/expansions.
  • Maps without main base ramps (or something similar to the ramp dynamic) seems to be terrible for PvP. They have to go 4 warp gate. Something to do about sentry forcefield as well as the line of sight/free hits that a high ground provides.
  • For a similar reason in ZvZ/ZvT, zergs need a choke where they can place about 2 queens or 2-3 roaches side by side on the main ramp to wall out units (or ooze close enough to use bldgs to narrow choke down for even less units needed to block it). Having the LoS helps too, but is not required.
  • Besides checking around bases for seige tank range, one should take account of the LoS for proxy pylons for warping in units inside enemy base. It should either be limited 1 or 2 locations, and then the amount of units that can be warped in at once should be controlled as well. I'm not sure how I feel about it to begin with though because it seems like protoss can lay the pylon much earlier before an attack, battle inside and then instantly have reinforcements right at the ongoing battle without having to tech to air units or bring a probe inside to drop a pylon.
  • There is a really difficult (possibly imbalanced) trend of protoss/terran using 2 bunker/ 2 pylon to wall the bottom of a zerg ramp. Fill with reaper/marine or put canon behind out of range. Or even just making it so zeals can hold position there. Sometimes crawlers can't even reach, queen/roach range is too short etc. I would suggest making the outside openings of main bases slightly unbuildable or requiring more buildings to pull off this kind of strat to make it more of an investment and harder to recover from if countered properly.



PS- I dunno if I mentioned this earlier but you can make a unit and select it and see its range. So this is best used for: Tanks, XWT,Pylon,and Creep tumors when making maps.
for the last two you need to go View>Show Terrain>Show Power/Creep.

Tanks have 13 square range, pylon 7, XWT 21, Tumor 10 (but only 9 for up and right sides) which is interesting in itself. This means that zerg bases that spawn top or right side with expansions that move down or left have slightly better creep spreading towards the enemy the entire way across the map. Could be a bug.

And if anyone cares a decent size main base is around 25x25. I probably wouldn't go over 35x35. CC needs 5x5 to be placed between minerals/gas.
..and then I would, ya know, check em'. (Aka SpoR)
Amadi
Profile Joined September 2010
Finland139 Posts
September 26 2010 21:52 GMT
#25
Apart from smaller maps being bad for zerg because of the rush distance, they also make Nydus Wurms fairly inefficient. The longer the distance, better Nydus Wurms are in comparision to dropships.

Regarding main base size: Zerg either want it to be huge, so there is space to hide a nydus and space to fight inside and kite Zealots with Zerglings, or then tiny, so that the other races have problems fitting all their stuff inside.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-09-27 07:56:34
September 27 2010 07:51 GMT
#26
On September 27 2010 06:52 Amadi wrote:
Apart from smaller maps being bad for zerg because of the rush distance, they also make Nydus Wurms fairly inefficient. The longer the distance, better Nydus Wurms are in comparision to dropships.

Regarding main base size: Zerg either want it to be huge, so there is space to hide a nydus and space to fight inside and kite Zealots with Zerglings, or then tiny, so that the other races have problems fitting all their stuff inside.


to be honest, I don't see nydus to be intended as an offensive thing the way people are using it.

It's like trying to rely on a nuke for a counter attack or something. Only the nuke has HP and cost 100x as much.

Nydus is supposed to be used as a gate between far distanced base where the creep highway can't be stretched in time (or has been killed).


I mean I'm not saying nydus should never be used offensively, it has it's uses, but drops are more effective at this anyways. It should really only have a few specific situations where it would be warranted.

So having a huge base isn't good for zerg imo, It makes you have to spread creep around as defense inside your base which is extra work.
A small ass base would be ideal.
..and then I would, ya know, check em'. (Aka SpoR)
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-09-27 08:29:41
September 27 2010 08:05 GMT
#27
--- Nuked ---
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-09-27 09:18:30
September 27 2010 09:18 GMT
#28
Yea, Putting neutral creep on a map is possible. I don't think you even need tumors, You can just spatter it around and make it stay indefinitely. Not 100% sure on this for melee, but i've definitely seen it in UMSs.
..and then I would, ya know, check em'. (Aka SpoR)
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
September 27 2010 16:22 GMT
#29
--- Nuked ---
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