broodwarmaps.net banner

BWMN Time
03/29/2024
13:15
News
new account
list users
Login:
name:
:PW.:
Replays
Map DB
ICCup
Map Access
New map
Edit map
 


Back to "experimental" maps.   Show all maps.
Last update for (2)Eurus : 2012, 01, 26 00:47
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
4469 (2)Eurus 96*96K_A0.1experimentalground

The map has been rated 50 times and got a total of 5 points
<<>>
Download
Melee


You can rate the map here. Chose a grade between 10 (best) and 0 (worst).
Comments:   GMCS (0 elements)


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.
Replays



Upload replay for this map
Add your comment:


Because of heavy spam on the map comments, it is needed to be logged in to post. We are sorry that this has to be done because nothing else stops spam bots
random map
  (4)Turrican
Newest updates:
  (2)Dusk_0.60
  (4)Blustercrux_0.60
  (4)Daedalus_0.60
  (4)Aquamarine_0.60
  (2v6)Rich vs Lean
  (3)Ra 0.66
  (2)Dark_Swamp_0.60
  (2)Tess_Chapter_0..
  (4)Vhansoon_0.60
  (2)Arcane_Magic_R..
MOTM
  • month 6:
      (2)Butter 2.0b
  • MOTW
  • week 2021.01:
      (3) Lambda 1.0
  • Main Forum
  • New B..(Kroznade)
  • Magna..(addressee)
  • No Fo..(Pension)
  • Share..(Shade)R)
  • Feedback
  • This s..(triller1)
  • Rotati..(triller1)
  • Off Topic
  • scm dr..(addressee)
  • Real L..(Pension)
  • Vetera..(ProTosS4Ev)
  • Starcraft 2
  • announ..(triller1)
  • STARCR..(triller1)
  • Search Forum
    Articles:
     
  • How to make larvae spawn at the bottom right corner  
  • Worker pathing guide - How to debug and balance resour  
  • An elegant way of dealing with cliff asymmetry
  • Competition:
     
  • Innovative Naturals Competition  
  • Tourney Map Pack Aspirant Suggestions  
  • Maps That Need A Remake  
  • Think Quick Map Contest ($100 prize)