[M] (4) Cloud Atlas - Page 2
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Uvantak
Uruguay1381 Posts
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iamcaustic
Canada1509 Posts
On December 31 2012 10:19 Uvantak wrote: Oh i see you where refering to the standard mineral placement, well in this case i wanted the main bases to have both geisers in the same side since at these long distances it becomes hard for zerg to overlord scout the oponent gases and know what is going on maps with ~tal'darim size, so that's the main reason of the non standard mineral placement. You thought you had me with the mineral placements? Ha! Jokes on you! ;D No, my concern is that with the way you did it, the top-right/bottom-left bases have an inherent mining disadvantage due to the mineral placement. There are also issues such as there being 3 mineral nodes that have a 4 unit distance, as opposed to the SC2 standard of 2 mineral nodes at 4 unit distance. That's not as big a deal so long as everything is equal, since all spawn locations will have that same income deficiency. It does mess with early timings a bit, though, so it's something to consider. Anyway, back to the mining disadvantage for 2 of the 4 spawns. Here's some screenshots to elaborate: ![]() ![]() Top-left/bottom-right (referred to as TLBR) will mine the 45 degree angle more efficiently than top-right/bottom-left (referred to as TRBL). Also note that TRBL have two mineral nodes afflicted by this distance issue, while TLBR have none, exacerbating the problem. The reason I recommended standard mineral placements for the mains is because it takes the work out of trying to make sure the resource placement is balanced. It's also much easier to utilize standard mineral placements and just re-adjusting geyser locations to both be on the same side (I do this in one of my maps I'm currently working on). When using that solution, I recommend just reading up on this excellent resource about geyser placement and its effects on vespene mining efficiency. | ||
Semmo
Korea (South)627 Posts
I want to copy those bridges, they are so good. | ||
Uvantak
Uruguay1381 Posts
Really thanks pal for helping me with the map ^^ Go ahead @Semmo, but one advice it would be to do your own light roads in a 3d editor and then import them to the map, since least myself have never liked these bright lines where the road pieces connect, the way i did the roads was stretching the model of the force fields in the data editor, but i couldn't have done it without the help of my little brother since he knows more about the data editor than i do (he's just twelve!). And yeah as i said previously the texturing is i think my weakest part as a mapmaker :/ One think that i couldn't manage to do was to add moving vehicles to the roads, i tried it but i failed to it, and then the map started weighing just too much for a melee map, so if you manage to do it please show the results! | ||
Faust852
Luxembourg4004 Posts
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