Jukado | | |
*UPDATE* 25th August 2020: Version 0.95 released
Changelog:
27th August 2018
Version 0.9 Marshmallow Toast
25th September 2018
Version 0.91 Marshmallow Toast
-Removed close 3rd base.
-Extended highground to touch the main (deleting thin side path).
-Enlarged both ramps onto the highground.
-Moved highground base position.
-Resources at all highground bases restored to full amounts (and 8th mineral patch added at closest 3rd).
-Removed compound at lowground vertical expansion.
26th September 2018
Version 0.92 Marshmallow Toast
-Reduced the size of the high ground expansion (both the top and bottom side of it).
-Widened the path between the 2 thin bridges as a result.
-Enlarged both the ramps into the high ground expansion.
-Added path to centre (can be walled with 5 depots).
-Added buildable space on the low ground.
-Widened the path to the high ground expansion from the natural.
24th May 2020
Version 0.94 Marshmallow Toast
This update is a rework of the original map file to incorporate only some of the alterations I had previously made. It also includes some other new stuff.
-Highground base is separate from the main again (the low ground path around it has returned)
-Wider paths and ramps (re-applied these edits and increased the path size)
-Chrysalis walls (workers can access the highground bases via eggs)
-Resource amounts (8 minerals, 1 gas in the corner expos)
---------------------------------
25th August 2020
Version 0.95 Marshmallow Toast
-deleted chrysalis walls (and restored the ramps)
-deleted close 3rd base (and tidy up)
-restored resources to full at highground expansions
-unbuildable ground next to bridges and ramp to 3rd
-tweaked walling at long thin path
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tl thread
Outdated tl thread modified by Jukado |
Freakling | | |
Queensbridge II ;D
I think you should widen some of the paths. It looks pretty tight right now. |
Jukado | | |
25th September 2018
Version 0.91 Marshmallow Toast
-Removed close 3rd base.
-Extended highground to touch the main (deleting thin side path).
-Enlarged both ramps onto the highground.
-Moved highground base position.
-Resources at all highground bases restored to full amounts (and 8th mineral patch added at closest 3rd).
-Removed compound at lowground vertical expansion.
26th September 2018
Version 0.92 Marshmallow Toast
-Reduced the size of the high ground expansion (both the top and bottom side of it).
-Widened the path between the 2 thin bridges as a result.
-Enlarged both the ramps into the high ground expansion.
-Added path to centre (can be walled with 5 depots).
-Added buildable space on the low ground.
-Widened the path to the high ground expansion from the natural. modified by Jukado |
triller1 | | |
I gave it a 7. i like how hard you're working to improve this map. looked like a scrap bin map in the beginning but now looks quite good. Reminds me alot of Aeilia only inverted and high ground mains rather then low ground. possibly rename it? Could see it getting used in shinhan tank PL or CPL with more promoting. |
Jukado | | |
24th May 2020
Version 0.94 Marshmallow Toast
This update is a rework of the original map file to incorporate only some of the alterations I had previously made. It also includes some other new stuff.
-Highground base is separate from the main again (the low ground path around it has returned)
-Wider paths and ramps (re-applied these edits and increased the path size)
-Chrysalis walls (workers can access the highground bases via eggs)
-Resource amounts (8 minerals, 1 gas in the corner expos) modified by Jukado |
sTY_leZerG-eX | | |
I think there is a very clear tank hole on player 2#´s nat.
Also, this looks good but I'm afraid the distance nat 2 nat is too short. Timings could be too strong on this map. |
Jukado | | |
25th August 2020
Version 0.95 Marshmallow Toast
-deleted chrysalis walls (and restored the ramps)
-deleted close 3rd base (and tidy up)
-restored resources to full at highground expansions
-unbuildable ground next to bridges and ramp to 3rd
-tweaked walling at long thin path |
Freakling | | |
With this map, for some reason, you seem to keep meandering back and forth within the constraints of the same persistent issues…
You need to open up the map and reduce expansion clustering while keeping all paths relevant.
How about:
Move 1/7 bases down to the corner between top/bottom edge and the mains and disconnect it from the middle plateau. One ramp up towards the nat, one ramp facing to the right, with another ramps leading up to the mid plateau nearby, with a wedge-shaped low ground in between.
Shrink/reshape the top left/bottom right corener bases a bit.
Add an open mineral only base around 12/6 for late game.
Connect the 4/10 high ground bases to the centre plateaus and add some buffer terrain around them.
Give the 4/10 low ground bases some more constricted wallings to make them into proper safe 3rds.
Widen the centre a bit if you can. modified by Freakling |
Minerals | | |
my question is: who puts marshmallows on toast? :D |
Freakling | | |
Maybe you put the toast on the marshmallows? |
Jukado | | |
:)
Thanks for the bullet points. |