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Map (6)Snowflake Sandwich - Page 2

Forum Index > BW General
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Prev 1 2 3 4 Next All
FlaShFTW
Profile Blog Joined February 2010
United States10252 Posts
February 02 2012 23:10 GMT
#21
OMFG YUSSSSSSSSS ANOTHER ONE!!!! :D

close the bottom gap imo. you can't let people abuse that.

Let's play on this broski!

Also, I have sc maps on graph paper that I'd like someone to make. wondering if you'd make them for me ^.^
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
zobz
Profile Joined November 2005
Canada2175 Posts
February 02 2012 23:24 GMT
#22
I'm really interested in the gameplay on such a map. Strategically it seems it might be very different from 3v3 on Hunters, but I haven't played enough 3v3 on Hunters to understand it in principle so I don't know.
"That's not gonna be good for business." "That's not gonna be good for anybody."
greenelve
Profile Joined April 2011
Germany1392 Posts
Last Edited: 2012-02-02 23:31:16
February 02 2012 23:30 GMT
#23
i have no idea about 3v3 but how about a cross position version too or would it ruin the map for 6 players?

and it looks really good, impressive simple oO
z0r.de for your daily madness /// Who knows what evil lurks in the heart of men? The Shadow knows!
ArvickHero
Profile Blog Joined October 2007
10387 Posts
February 03 2012 11:36 GMT
#24
this was fun to play on! Played a 2v2 on it, has some interesting strategic possibilities to explore.

On February 03 2012 06:23 moopie wrote:
I like the way this map looks. Could definitely lead to some interesting 3v3s.

My only concern is that the land path is extremely short (straight line) so cheesing might be an issue, but I suppose you could wall the little entrences to the mains (leaving only the large opening up top).

Cheesing? I believe the map is meant to encourage very aggressive play, so cheese isn't that much of an issue lol. It's a nice refreshing break from economic-heavy 1v1s
Writerptrk
Mortality
Profile Blog Joined December 2005
United States4790 Posts
February 03 2012 12:06 GMT
#25
Minerals/gas at the top should be fixed. That square design is awful, especially at the bases 2nd from top of the map. Try moving the gas so that it's directly to the side of the cc/hatch/nex.
Even though this Proleague bullshit has been completely bogus, I really, really, really do not see how Khan can lose this. I swear I will kill myself if they do. - nesix before KHAN lost to eNature
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
February 03 2012 13:36 GMT
#26
looks awesome
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
Jukado
Profile Blog Joined May 2011
805 Posts
February 03 2012 19:34 GMT
#27
@FlashFTW
I have sc maps on graph paper that I'd like someone to make.

Ill have a ganders, send them on.

@zobz
might be very different from 3v3 on Hunters

One key difference is the fixed spawns, meaning a fair game every time in that regard.

@greenelve
cross position version too or would it ruin the map for 6 players?

Nah, nothing wrong with cross positions for 6 player games, as long a its mirrored ofcourse.


Going to host some games now for a while.
Star Tale Public Domain project. Maps: (2)Gates Of Memphis, (2)Marshmallow Toast, (4)Bubbles, (4)Clay Fields, (6)Numbskull Desert. Also the Vaylu Public Domain Tileset. Also Ramp Palettes, Brood War guides and some fun stuff. Links in my profile
FlaShFTW
Profile Blog Joined February 2010
United States10252 Posts
February 03 2012 19:38 GMT
#28
On February 04 2012 04:34 CardinalAllin wrote:
@FlashFTW
Show nested quote +
I have sc maps on graph paper that I'd like someone to make.

Ill have a ganders, send them on.

Yes SIR! I'll try to get on and play some. I like Redheart Ridge better imo. more balanced and no short ass rush distance.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
moopie
Profile Joined July 2009
12605 Posts
February 03 2012 19:42 GMT
#29
On February 03 2012 20:36 ArvickHero wrote:
this was fun to play on! Played a 2v2 on it, has some interesting strategic possibilities to explore.

Show nested quote +
On February 03 2012 06:23 moopie wrote:
I like the way this map looks. Could definitely lead to some interesting 3v3s.

My only concern is that the land path is extremely short (straight line) so cheesing might be an issue, but I suppose you could wall the little entrences to the mains (leaving only the large opening up top).

Cheesing? I believe the map is meant to encourage very aggressive play, so cheese isn't that much of an issue lol. It's a nice refreshing break from economic-heavy 1v1s

I meant for the bottom 2 spawns, with the gap existing like this it leaves a ground path that is too short. It also makes the mains very hard to secure early on. If that bottom gap was closed it would lead to more stable games imo (this is just my impression of it based on the image).
I'm going to sleep, let me get some of that carpet.
bITt.mAN
Profile Blog Joined March 2009
Switzerland3693 Posts
February 03 2012 19:53 GMT
#30
Hey, I'm busting out all my nerd-gear to play this map tonight before I go out, SO GET ONLINE PEOPLE!
BW4LYF . . . . . . PM me, I LOVE PMs. . . . . . Long live "NaDa's Body" . . . . . . Fantasy | Bisu/Best | Jaedong . . . . .
2Pacalypse-
Profile Joined October 2006
Croatia9527 Posts
February 03 2012 19:59 GMT
#31
On February 04 2012 04:42 moopie wrote:
Show nested quote +
On February 03 2012 20:36 ArvickHero wrote:
this was fun to play on! Played a 2v2 on it, has some interesting strategic possibilities to explore.

On February 03 2012 06:23 moopie wrote:
I like the way this map looks. Could definitely lead to some interesting 3v3s.

My only concern is that the land path is extremely short (straight line) so cheesing might be an issue, but I suppose you could wall the little entrences to the mains (leaving only the large opening up top).

Cheesing? I believe the map is meant to encourage very aggressive play, so cheese isn't that much of an issue lol. It's a nice refreshing break from economic-heavy 1v1s

I meant for the bottom 2 spawns, with the gap existing like this it leaves a ground path that is too short. It also makes the mains very hard to secure early on. If that bottom gap was closed it would lead to more stable games imo (this is just my impression of it based on the image).

That distance is even shorter than some spots on Hunters map. I think this map would have very similar playstyle to Hunters in early game (meaning early aggression and nonstop micro) and if it goes to mid/late game, upper half of the map is much more opened than Hunters so it could get pretty interesting.

Anyone here a Hunters player on fairly decent level that would want to play on this map sometimes?
Moderator"We're a community of geniuses because we've found how to extract 95% of the feeling of doing something amazing without actually doing anything." - Chill
bITt.mAN
Profile Blog Joined March 2009
Switzerland3693 Posts
February 03 2012 20:02 GMT
#32
2Pacalypse-, how'bout NAO? (: I've got to re-download launcher but I'll be done in a sec.
BW4LYF . . . . . . PM me, I LOVE PMs. . . . . . Long live "NaDa's Body" . . . . . . Fantasy | Bisu/Best | Jaedong . . . . .
2Pacalypse-
Profile Joined October 2006
Croatia9527 Posts
February 03 2012 20:35 GMT
#33
Sure!

I'll idle in op Teamliquid channel on ICCup until we get 4 or 6 people.
Moderator"We're a community of geniuses because we've found how to extract 95% of the feeling of doing something amazing without actually doing anything." - Chill
aokces
Profile Joined October 2006
United States309 Posts
February 03 2012 22:42 GMT
#34
Destructible buildings at the bottom gap would be solve early game problems. Also, like someone said earlier, the linear mineral arrangement looks pretty bad. Should be staggered or have gaps to look more natural.
2Pacalypse-
Profile Joined October 2006
Croatia9527 Posts
February 03 2012 23:38 GMT
#35
On February 04 2012 07:42 aokces wrote:
Destructible buildings at the bottom gap would be solve early game problems. Also, like someone said earlier, the linear mineral arrangement looks pretty bad. Should be staggered or have gaps to look more natural.

Destructible buildings, really? What is this, sc2? There are no early game problems to solve, it's just the way this map is supposed to be played.

We just played a few games on this map and I gotta say, I really like the playstyle because it's very similar to Hunters. One main problem with the map though is outline of minerals. Since they're in a line and close to your allys minerals, workers start to transfer to your ally minerals -.-

But all in all, very nice map imo and would be good with high skilled team players playing it. I'll try to get some of my friends to play it and I'll upload the replays ^^
Moderator"We're a community of geniuses because we've found how to extract 95% of the feeling of doing something amazing without actually doing anything." - Chill
aokces
Profile Joined October 2006
United States309 Posts
Last Edited: 2012-02-03 23:53:21
February 03 2012 23:52 GMT
#36
On February 04 2012 08:38 2Pacalypse- wrote:
Destructible buildings, really? What is this, sc2? There are no early game problems to solve, it's just the way this map is supposed to be played.

We just played a few games on this map and I gotta say, I really like the playstyle because it's very similar to Hunters. One main problem with the map though is outline of minerals. Since they're in a line and close to your allys minerals, workers start to transfer to your ally minerals -.-

But all in all, very nice map imo and would be good with high skilled team players playing it. I'll try to get some of my friends to play it and I'll upload the replays ^^


There never were any destructible buildings in SCII, only in Brood War (Medusa, Arkanoid, etc.). You're thinking of rocks :D

And wow, that mineral problem is pretty funny. Having some of the minerals be north/south of the starting position would be better.
Archas
Profile Blog Joined July 2010
United States6531 Posts
February 03 2012 23:54 GMT
#37
On February 04 2012 08:52 aokces wrote:
Show nested quote +
On February 04 2012 08:38 2Pacalypse- wrote:
Destructible buildings, really? What is this, sc2? There are no early game problems to solve, it's just the way this map is supposed to be played.

We just played a few games on this map and I gotta say, I really like the playstyle because it's very similar to Hunters. One main problem with the map though is outline of minerals. Since they're in a line and close to your allys minerals, workers start to transfer to your ally minerals -.-

But all in all, very nice map imo and would be good with high skilled team players playing it. I'll try to get some of my friends to play it and I'll upload the replays ^^


There never were any destructible buildings in SCII, only in Brood War (Medusa, Arkanoid, etc.). You're thinking of rocks :D

I'm pretty sure he knows that; his point was that destructible anything isn't needed to solve a falsely perceived issue with the map, since that's just how the map works.
The room is ripe with the stench of bitches!
rOse_PedaL
Profile Blog Joined January 2012
Korea (South)450 Posts
February 03 2012 23:59 GMT
#38
Nice Map bro
¯\_(ツ)_/¯ ¯\_(ツ)_/¯ MKP HWAITING ಠ_ಠ ಠ_ಠ
FlaShFTW
Profile Blog Joined February 2010
United States10252 Posts
Last Edited: 2012-02-04 01:58:15
February 04 2012 01:57 GMT
#39
what we found in our plays

a 6/7 pool will defend against a 4 pool intime.

idiots need to learn that 2 pylons =/= ling tight ^.^

late game becomes seriously fun

my 9 pool -> double expand (stolen from the Chill vs CombaT-EX Grudge Match thanks Chill ^.^) is really good.

expanding may become a problem if constant hunters-like pressure.

EDIT: Workers keep going to other mineral patches north/south
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Toasterbaked
Profile Blog Joined September 2011
United States160 Posts
Last Edited: 2012-02-04 02:57:35
February 04 2012 02:56 GMT
#40
The minerals definitely look like they need work, and I feel like the thirds for the other two players look too open. The minerals on the corner bases... Don't get that lazy.. Otherwise, the lower gap look like it can be abused quite a bit, as well as no real good overlord hiding spits and being very vulnerable to siege tanks in the mains due to the thin wall between the main and the outside.
What happened to blueprint basin? It was a freaking awesome map
Still can't wait to try this one out though. Gogo cardinal and cya on iccup :D
Aka lossmule.sky in east
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