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mapID | Mapname (comments) | map size | Author | Rating | Type | play type | 4708 | (6)Tectonic Ridge | 128*128 | Freakling | 2.4 | beta | ground | The map has been rated 8 times and got a total of 19 points | <<>> You can rate the map here. Chose a grade between 10 (best) and 0 (worst).
Freakling | | | I really like the idea of shared bases.
Another map you could work on. Another teamplay map obviously - all my 1v1 maps are in a kind of semi-finished state where on the either the final layout is just in my head and it would be complicated to let some one else work on it, I am afraid, or I already have elaborate plans for deco on my own...
Main/nat sizes/shapes/resource placement with observance of tank ranges will need some adjustments.
Name is, of course, a placeholder... modified by Freakling | CrystalDrag | | | I can work on this, if you are to fix the shapes of the mains/naturals and also balance the natural chokes. | Freakling | | | Well... Maybe, some time... Guess you'll have to work on the other one first then ;) | Freakling | | | Okay, Crystal, now more excuses :D | CrystalDrag | | | Darn.
Shade vs Broken rock? | Freakling | | | Shade = Shale? Don't know... I always like some lava to be in there, too. And maybe some magma instead of clutter... But Iavoided to have any definite ideas, except for the neutral expos, where the unbuildable ground is needed as a creep spread limiter... | CardinalAllin | | | I think the mains are too small.
Something else I find is that 1 player ends up taking both halves of a shared expansion in the majority of games. That doesnt mean we shouldnt use them though, they are still cool. | Freakling | | | Maybe I could move the nats a bit more towards the middle to gain a bit more main space. But 2v2/3v3 generally requires less space due to being much lower on the macro scale, and P/T will usually have a Zerg ally whose main they can also use.
An actual problem with the double expos is that the two mineral lines are close enough together that a mid to high saturations workers will start to migrate between them, which makes mining rates decline over time if you don't micro your workers. I am actually thinking about remaking the whole map, rotated by 90 degrees, for that reason. That would also make main/nat formations more balanced, harassment/exposure-wise, I think, but I need to run some small scale tests first and consider some more factors before I do this. modified by Freakling |
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