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SC2GG - Your Gateway to StarCraft > StarCraft > Maps & Map Creation
trooper
Well here is my latest map I Am The Spider. Start locations are at 5 o clock and at 11 clock i've played it once PvP so really cant say much other than it plays well few things i wonder about. where the expo at the end of the high ground should i put a ramp there just to make it more interesting, to prevent sandwitches, to help defend against drops and muta harrass, and just move it more to the edge of map? need help with decoration just seems plain to me. i would have to give it P>T>Z but idk cause i only played one game PvP on this map, so please tell me what you think improvments all sugjestions.

[URL=http://g.imageshack.us/img129/spikedcrecentdb7.jpg/1/][IMG]http://img129.imageshack.us/img129/spikedcrecentdb7.jpg/1/w768.png[/IMG
Enjoy, responsibly.
Shikyo
Hmm let's see

Z's third gas seems pretty difficult to hold, and other races can get a relatively easy mineral only...
neobowman
Interesting.
Are the nat's tankable?

How bout making the 9:00 and 3:00 high ground expos back against the edge of the map and adding a ramp to the natural? It would increase the manouverability in the map.

Remove the mineral block behind the natural's cliff. It doesn't really do much.

Map looks a bit open for Terran. About the top right and bottem left ramps of the middle. (the middle has 4 ramps) If they were moved to the other side of the cliff (so if the bottem left ramp faced north west instead of north east) then it would probably increase a Terran's advantages.

Interesting map. Fix a few issues and it'll be nice imo.

Also, just make sure that the terrain has no squares. That's deco for you.
p4NDemik
I'm hardly an expert, but that natural looks like another Blue Storm waiting to happen. It's very cramped and the pathing behind the minerals could cause chaos for terrans trying to defend against the muta harass.
Greth
I think some of the exps should get mineral blocks so terran can't float their CC over the cliff. As it is now, the terran can take 2 exps by hopping over the wall in their main. Whether or not they will keep those exps is another matter.
KnightOfNi
QUOTE (Greth @ Jan 13 2009, 08:00 AM) *
I think some of the exps should get mineral blocks so terran can't float their CC over the cliff. As it is now, the terran can take 2 exps by hopping over the wall in their main. Whether or not they will keep those exps is another matter.


I don't think thats too big of an issue, since any decent player should scout over there anyway, so the Terran wouldn't be able to hold it regardless. Also, the Protoss can just walk a probe down there at 9 and 12nex over there if they really wanted to (god I hope they don't want to), so that makes the floating cc a non-issue.
trooper
ok i did some editing such as adding ramp at choke that leads to expo and easier high ground mobility, made that a min only expo cause gas got on way, made space behind the mins at nat larger, made building space smaller because i got some complaints on that. uh thats about it. BTW i stillcant come up with a middle neobowman could you help me make a middle im having trouble making one that flows with this map. thank you, enjoy.


Dem0nS1ayer
Why'd you make the mid so tight?! That's not good... D:
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