Something I think a lot of melee map makers fail to realize when they are making their maps is how the layout of the map effects each race. If you want to make a balanced map that everyone loves, you're going to have to know each race very well. A completely symetrical map may look balanced initially but after hundreds of games with different races, it could be very unbalanced for certain races.
If you map funnels to one opening, be it large or small, terran will have the upper hand in containing. Map is unbalanced if your not terran.
If your map has close bases, it favors zerg. Map is unbalanced if your not zerg.
If your map is very large between expansions, its unblanced if you play as terran.
Too many Xel'Naga watch towers and it's unbalanced if you decide to for go burrow, cloak or dts.
Too many clifs behind natural or main mineral lines, favored for terran.
Like Lanomi said, there's just too many variables. 5 minreal patches at one corners natural might be balanced if a terran is playing there, but horrible if its zerg. Can go on and on but ultimately, you cant theoretically completely balance a map until you can force certain races to start at specific places.
Make your map, take into consideration the advice you get, have fun doing it, play it with friends. Thats really the best you could hope for.
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Something I think a lot of melee map makers fail to realize when they are making their maps is how the layout of the map effects each race. If you want to make a balanced map that everyone loves, you're going to have to know each race very well. A completely symetrical map may look balanced initially but after hundreds of games with different races, it could be very unbalanced for certain races.
If you map funnels to one opening, be it large or small, terran will have the upper hand in containing. Map is unbalanced if your not terran. If your map has close bases, it favors zerg. Map is unbalanced if your not zerg. If your map is very large between expansions, its unblanced if you play as terran. Too many Xel'Naga watch towers and it's unbalanced if you decide to for go burrow, cloak or dts. Too many clifs behind natural or main mineral lines, favored for terran.
Like Lanomi said, there's just too many variables. 5 minreal patches at one corners natural might be balanced if a terran is playing there, but horrible if its zerg. Can go on and on but ultimately, you cant theoretically completely balance a map until you can force certain races to start at specific places.
Make your map, take into consideration the advice you get, have fun doing it, play it with friends. Thats really the best you could hope for.