There are two teams, both of which have 2 builders and 1 fighter. The builders are there to make units for the fighter and the fighters will use those units to fight the other team.
Most people dont like being builders in these maps. Maybe if the builders controlled production and maybe some harassment units like a ghost with nukes it'll even things out. @Brutwarst: Go
I agree.. picking up a map idea that has already been redone about 30 times, you should really take the times to recap what was bad in the first versions of the map and then add something that eliminates these downsides.
Using the rising lava theme, you could make the builders at least watch out for their workers while they build.. or you could make the builders have to deal with minor harassment waves controlled by the AI.. or you could add a system in which they have to leave their original resources because an uninterruptable, 60 second delay nuke is thrown at them.. at least something that spices things up for them.
Other than that, the map looks very sterile, maybe add some doodads, some terrain or some sound emitters to make the map more fun to play.
These are just some ideas to help you make a great map, no intention of discouraging you, rather keep up with your work and the result will be better than you might imagine.
Gas nodes are bugged; workers run in a big circle around them before mining meaning you need 8-10 workers per node instead of the standard 3.
Upgrades don't work past level 1
Mineral/gas pickups don't respawn. Not sure if they're supposed to or not but it doesn't seem to serve much purpose if they don't.
The map is really really big for no discernible reason. Builders have about 3x more space than they need, attackers take way too long to get in position to attack
Starting Nexus/CC/Hatcheries are not in the optimal position for minerals and gas. They're all spaced 1-2 spaces too far.
Attackers and builders can move their units outside of their area and attack the opposing team; there are no boundaries.
The cliffs and rocks in the middle don't appear to serve any purpose; all battles take place near the CCs.
I actually enjoy this map a lot... I prefer being a builder because thats what I am made for... When I am playing I can't help but notice that I always have too much minerals and not enough gas... Custom units would really make this game interesting... I hope to see how it develops...
EDIT: I also noticed that only terran workers can repair the command center... This is bad for games with no terran on one side...
- Builders can build air units and send them over to kill the fighter
- Fighters are allied to enemy builders
- Help Log doesn't tell you how many regular units you need to create super units
Suggestion
- Make a seperate spot for super unit creation
- Start off with more builders (scv drone probe etc)
- Units are bugged on the way to gas, leave 2 cell space between each gyser
- Line all gysers up and leave room for a second Command Centre/Hatchery/Nexus on the other side of gysers
I love builders and fighters, just trying to help out :) great map really hope you can fix the bugs.
http://www.sc2mapster.com/maps/builders-fighters/
There are two teams, both of which have 2 builders and 1 fighter. The builders are there to make units for the fighter and the fighters will use those units to fight the other team.
Inspired by various Warcraft 3 maps.
Any feedback?
Most people dont like being builders in these maps. Maybe if the builders controlled production and maybe some harassment units like a ghost with nukes it'll even things out. @Brutwarst: Go
@GKCanman: Go
I agree.. picking up a map idea that has already been redone about 30 times, you should really take the times to recap what was bad in the first versions of the map and then add something that eliminates these downsides.
Using the rising lava theme, you could make the builders at least watch out for their workers while they build.. or you could make the builders have to deal with minor harassment waves controlled by the AI.. or you could add a system in which they have to leave their original resources because an uninterruptable, 60 second delay nuke is thrown at them.. at least something that spices things up for them.
Other than that, the map looks very sterile, maybe add some doodads, some terrain or some sound emitters to make the map more fun to play.
These are just some ideas to help you make a great map, no intention of discouraging you, rather keep up with your work and the result will be better than you might imagine.
Played on US battlenet, I assume it's your map.
Gas nodes are bugged; workers run in a big circle around them before mining meaning you need 8-10 workers per node instead of the standard 3.
Upgrades don't work past level 1
Mineral/gas pickups don't respawn. Not sure if they're supposed to or not but it doesn't seem to serve much purpose if they don't.
The map is really really big for no discernible reason. Builders have about 3x more space than they need, attackers take way too long to get in position to attack
Starting Nexus/CC/Hatcheries are not in the optimal position for minerals and gas. They're all spaced 1-2 spaces too far.
Attackers and builders can move their units outside of their area and attack the opposing team; there are no boundaries.
The cliffs and rocks in the middle don't appear to serve any purpose; all battles take place near the CCs.
Zerg hatcheries start with 0 larva.
I actually enjoy this map a lot... I prefer being a builder because thats what I am made for... When I am playing I can't help but notice that I always have too much minerals and not enough gas... Custom units would really make this game interesting... I hope to see how it develops...
EDIT: I also noticed that only terran workers can repair the command center... This is bad for games with no terran on one side...
Bug
- Builders can build air units and send them over to kill the fighter - Fighters are allied to enemy builders - Help Log doesn't tell you how many regular units you need to create super units
Suggestion
- Make a seperate spot for super unit creation - Start off with more builders (scv drone probe etc) - Units are bugged on the way to gas, leave 2 cell space between each gyser - Line all gysers up and leave room for a second Command Centre/Hatchery/Nexus on the other side of gysers
I love builders and fighters, just trying to help out :) great map really hope you can fix the bugs.