zlald | | |
Standard 4 players map :)
design started from inducing more aggressive play style than polypoid however.. hmm..
not finished yet but want opinions for
- resource layout and amount
- somewhat tight battlefield around expos |
zlald | | |
maybe moving the areas around the bridges toward clockwise a bit more (about 4 grids?) would be nice |
Freakling | | |
I see the AMD map has already spawned its first offspring. |
Minerals | | |
Nice map, good to see you. I enjoy the direct path through the bridges.
Maybe 3rd/4th gas can be reduced to 3000/4000? It seems to be the new trend.. |
zlald | | |
Freakling
- though I watched the streaming of 3 gamers with LatiAs discussing design of the map, I started working on this before LatiAs unveil his draft of the AMD map ... so I would claim to call this one as sibling rather than offspring XD (joke)
Minerals
- thanks
- yes I agree on you.. I still think 4 bases per player (total 16 bases) is too much whether resources are reduced or not, thus dislike such layout, but it seems unsolvable in rotational symmetry 4 players map.. modified by zlald |
zlald | | |

image updated :S
terrain mix looks terrible now but I will work hard.. later.. |
Freakling | | |
What are the minerals in the centre for? |
zlald | | |
for advantage of player who holding center in late game? |
Freakling | | |
How many are there? |
zlald | | |
748 x 2.. maybe too little to finish the game?

tried to change center design and other layouts...
but
- empty field in front of nats; hard for Z vs T, so I think it would be better if I could add some terrains like (4)Vermeer have (3 copies of temple terrain).. but don't know where to add
- or expanding thin high dirt terrains toward center, thus adding ovy spots? ... but this will make the central path narrow if I don't change high ground expos layout.. modified by zlald |