On June 25 2024 10:50 Jealous wrote:
(4) Celtic Cross
(4) Celtic Cross
OMG, that's an incredible name! It even has the ring around the entire cross!
"Celtic Cross" captures the essence of the map better than "The Ring"!
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Testbug[MapMaker]
7 Posts
On June 25 2024 10:50 Jealous wrote: (4) Celtic Cross OMG, that's an incredible name! It even has the ring around the entire cross! "Celtic Cross" captures the essence of the map better than "The Ring"! | ||
Kraekkling
Romania329 Posts
It's interesting how the symmetry works in this map. The mains are rotationally symmetrical, but the central parts additionally also have full x- and y-symmetry. | ||
iPlaY.NettleS
Australia4264 Posts
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MineraIs
United States805 Posts
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LUCKY_NOOB
Bulgaria1292 Posts
I think Drone or Quadcopter works too. Like the other suggestions too. Minus vote on | ||
FlaShFTW
United States9733 Posts
On June 26 2024 11:24 MineraIs wrote: Any data on the map to look at? Seems hard for T to gain a 3rd base. Seems ok if T spawns clockwise to the opponent. Counter-clockwise it does seem a bit difficult though. TvP/T means they have to spread their tankline out across a huge area. TvZ means likely lots of ling attacks on the exposed 3rd. | ||
Chill
Calgary25946 Posts
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Testbug[MapMaker]
7 Posts
On June 26 2024 23:38 FlaShFTW wrote: Seems ok if T spawns clockwise to the opponent. Counter-clockwise it does seem a bit difficult though. TvP/T means they have to spread their tankline out across a huge area. Hii FlaShFTW, thanks for your message! I'd like to understand your comment better. I thought that if Terran spawns in a counter-clockwise position to their opponent, they could play like on Eclipse: Expand at the short entrance multi (leaving the path to the other side open, thus leaving their natural a bit vulnerable), and then expand to the wide entrance multi (as is customary on Eclipse). The big difference would be that it would take the enemy much longer to reach the Terran 3rd and 4th bases, but the defending Terran players could move quickly from their natural On June 26 2024 23:38 FlaShFTW wrote: TvZ means likely lots of ling attacks on the exposed 3rd. Yes, I agree that there are many paths for Zergling attacks, but I tried to make as many paths as there are on Eclipse. Do you think this will be too difficult to defend against? Eclipse was a tough map for ZvT, and completely impossible for Utrallisk based builds. I wanted to create an Ultralisk-friendly version of Eclipse. | ||
FlaShFTW
United States9733 Posts
On June 28 2024 05:00 Testbug[MapMaker] wrote: Show nested quote + On June 26 2024 23:38 FlaShFTW wrote: Seems ok if T spawns clockwise to the opponent. Counter-clockwise it does seem a bit difficult though. TvP/T means they have to spread their tankline out across a huge area. Hii FlaShFTW, thanks for your message! I'd like to understand your comment better. I thought that if Terran spawns in a counter-clockwise position to their opponent, they could play like on Eclipse: Expand at the short entrance multi (leaving the path to the other side open, thus leaving their natural a bit vulnerable), and then expand to the wide entrance multi (as is customary on Eclipse). The big difference would be that it would take the enemy much longer to reach the Terran 3rd and 4th bases, but the defending Terran players could move quickly from their natural Show nested quote + On June 26 2024 23:38 FlaShFTW wrote: TvZ means likely lots of ling attacks on the exposed 3rd. Yes, I agree that there are many paths for Zergling attacks, but I tried to make as many paths as there are on Eclipse. Do you think this will be too difficult to defend against? Eclipse was a tough map for ZvT, and completely impossible for Utrallisk based builds. I wanted to create an Ultralisk-friendly version of Eclipse. So my example was saying if T spawned 11 and opponent P/T spawned 1. Expanding to 10 in this position for 3rd may be a bit tricky, but I think as long as you give them enough space to build turrets/depots that it should be fine. If they can secure the 3rd and have a solid base, then expanding further shouldn't be an issue. For TvZ, using same spawns, I think it will be difficult but Terran can always pin back Zerg and look to also expand to 12 if they can secure outside of Z natural as an example. Btw, I don't mean to say that something being difficult/hard = bad map. Some races will inherently have weaknesses on a map and that's ok. | ||
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