K_A | | |
Here's my new submission to the competition.
This one is 5x better. |
Freakling | | |
Pathing through the nat seems hell annoying, units will get semi-stuck between the workers all the time. Either rotate the minerals or make the chokes vertical. |
Freakling | | |
I also just realized that this is 96²... Which means that nat-nat distance is way too short, especially considering the prevalence for proxy cheese... In general axial symmetry works much better for that size. Or anything else that brings the nats as close to opposing corners of the map as possible and/or an overall structure that avoids direct pathing (where nat to nat is basically a straight line).
I like the other map better. |
CrystalDrag | | |
IMO having a weird natural layout will fail if combinded with the main so close
proxy cheese. :D marines shoot main workers pew pew.
cannons pew pew pew
modified by CrystalDrag |
Freakling | | |
pew pew. PEW PEW PEW! PewPewPewPewPewPewPew...
Nice abstract of the situation at hand, crystal :D
But allow me to point out that marines don't go PEWPEW but RATATATAM... modified by Freakling |
K_A | | |
What if I put some kind of walls in the middle to make the rush distance longer in the beginning?
EDIT:
Ok so this fixes a few problems actually.
Neutral psi disruptors in the middle block the path in the early game to prevent marines from reaching the mineral lines to quickly.
The placement of the creep colony allows creep to go in front of the natural if you are zerg, but also in a place where building sunkens will protect the mains mineral lines.
There are 11 mineral patches at the main, and 10 at the natural. The 5 mineral patches on each side of the neutrals (5 at main, 5 at nat) has only 500 minerals. These ones will mine out much quicker and make for an easier path for units produced in the main once the players' economy has gotten to that point. modified by K_A |
CrystalDrag | | |
makes pathing more annoying :D |
Freakling | | |
I'd also call it a crude fix for a deeper underlying problem... Sorry. |