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AfGard

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Jan 19th, 2019
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  1. Try sticking with these mineral lines: https://www.teamliquid.net/forum/sc2-maps/527886-proper-mineral-placement-lotv-edition They're used to maintain efficiency and standardization amongst all the maps.
  2. The main is quite large, try to make it so the main can be covered (mostly) by 2 creep tumors at the edges of a hatchery.
  3. The ramp from the main to natural must always be the diagonal form, not the horizontal or vertical. This is to prevent issues with walling off early.
  4. The natural is awkwardly narrow, and poses risk from a siege tank position from the third directly below it.
  5. The textures make the map really difficult to read, even if you were going for a greco-roman style, many of the textures meld from one cliff type to the other. Try to keep one or two textures unique per cliff level so it's immediately recognizable what level a player is on at any moment of a game.
  6. Also, Compound Mansion has a weird lighting that makes things a bit confusing to look at, I recommend changing this by going to the Data Editor -> Edit Terrain Data -> Terrain Types -> Compound Mansion -> look for the Lighting table, and change it to a neutral lighting like Endion, or Elsecaro.
  7. Try to avoid placing Mineral Lines or Geysers infront of main attack routes like the gold, and rich geyser bases by the middle.
  8. Try to also avoid, in general, using horizontal and vertical ramps, they can often make thinks look clunky. StarCraft is based from an isometric or diagonal view, and utilizing this will make your maps look much better!
  9. Many of the mineral lines swap styles randomly, for example, the Natural is using the purifier variants, whereas the third and fourths use natural, and its hard to see why.
  10. Try to also avoid so many straight lines with cliffs, usually maps have more curves and bulges!
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