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Eclipse 1.0 new map

Forum Index > BW General
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Retsu
Profile Joined September 2008
United States5 Posts
October 15 2008 06:07 GMT
#1
http://www.freewebs.com/clan-aad/2Eclipse1.0OBS.scx

[image loading]


This map is 2 players, so far so good, GG.net liked it, all who test tried it liked it.

Please submit comments on this map

and if you would be so kind as to tell me how i can submit it thanks
StrikeFLOW
Profile Joined July 2008
United States369 Posts
October 15 2008 06:11 GMT
#2
Twilight eh?

>.>
"Life is a dream from which we all must wake before we can dream again"
SayaSP
Profile Blog Joined February 2007
Laos5494 Posts
October 15 2008 06:11 GMT
#3
I do believe you have this in the wrong forum sir, it will be switched soon enough.

As for the map, fairly interesting! Hmm the min onlys look a bit far but I don't know how that would be a problem
[iHs]SSP | I-NO-KI BOM-BA-YE | のヮの http://tinyurl.com/MLIStheCV , MLIS.
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
October 15 2008 06:25 GMT
#4
looks so ez to run speedlings or mnms through nat into main. the ramp is so far from the crystals. securing a 3rd for any race looks pretty difficult. other than that is looks pretty cool.
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
IntoTheWow
Profile Blog Joined May 2004
is awesome32278 Posts
October 15 2008 06:26 GMT
#5
cheese looks very strong here
Moderator<:3-/-<
CDRdude
Profile Blog Joined May 2007
United States5625 Posts
October 15 2008 06:27 GMT
#6
It looks kind of T > Z It seems like Z would have a really hard time holding a third or a fourth in lategame. Also, I don't think the main and natural setup really lends itself to muta harass. If there's any way that T can wall in outside the nat, then I'd be sure it was T>Z
Force staff is the best item in the game.
Manifesto7
Profile Blog Joined November 2002
Osaka27172 Posts
October 15 2008 06:30 GMT
#7
Moved to Brood War
ModeratorGodfather
CommanderFluffy
Profile Joined June 2008
Taiwan1059 Posts
October 15 2008 06:36 GMT
#8
lots of wide ramps, does the natural only have six patches?
Pain is temporary, but glory is forever.
Retsu
Profile Joined September 2008
United States5 Posts
October 15 2008 06:43 GMT
#9
On October 15 2008 15:36 CommanderFluffy wrote:
lots of wide ramps, does the natural only have six patches?


yes, becuase of the 9 patches in the main, and the abundance of minerals at expansions
-orb-
Profile Blog Joined September 2007
United States5770 Posts
October 15 2008 06:46 GMT
#10
The 4 and 10 o clock expansions look really interesting.

That being said I've hated almost every twilight map I've ever played so..... (well paranoid android was cool)
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
mIsUZu
Profile Joined August 2008
New Zealand528 Posts
October 15 2008 08:00 GMT
#11
i see few imbal ramps where siegemode tanks can exploit
Why So Serious?!
SilverSkyLark
Profile Blog Joined April 2008
Philippines8437 Posts
October 15 2008 08:02 GMT
#12
looks like bluestorm, and there are lots of places to cheese
"If i lost an arm, I would play w3." -IntoTheWow || "Member of Hyuk Hyuk Hyuk cafe. He's the next Jaedong, baby!"
rkarhu
Profile Blog Joined December 2007
Finland570 Posts
October 15 2008 08:20 GMT
#13
The 4 and 10 o'clock exps will be a nightmare to hold against a decent T. Just siege the tanks on that cliff and rain hell down on the exp. It's gonna be hard to take those tanks down unless you come from the wide ramp, because the smaller ramp creates an easily defendable choke.
Jaeden
Profile Joined September 2008
Romania1489 Posts
October 15 2008 08:30 GMT
#14
I think it`s pretty hard for zerg. The nat seems very hard to harras with mutas.
Boxer: " Lee Jae Dong is the best player. He`s all about the micro; he`s the player which has the most amazing control"
arbiter_md
Profile Joined February 2008
Moldova1219 Posts
October 15 2008 09:12 GMT
#15
It's clearly a terranish map, there's no open area and while toss could try to use cariers, there's nothing a zerg could do.
The copyright of this post belongs solely to me. Nobody else, not teamliquid, not greetech and not even blizzard have any share of this copyright. You can copy, distribute, use in commercial purposes the content of this post or parts of it freely.
-orb-
Profile Blog Joined September 2007
United States5770 Posts
October 15 2008 09:17 GMT
#16
TBH the main problem I see with the map is the mini ramps near the top right and bottom left areas of the map. Because of the other ramps in close proximity to this miniramp, if terran puts siege tanks on that cliff, toss has no way of flanking around and would have to suicide.
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
jhNz
Profile Blog Joined September 2006
Germany2762 Posts
October 15 2008 09:52 GMT
#17
seems like the 11 o'clock main is much better and easier to defend than the 5 o'clock main due to the ramp placement.
http://twitter.com/jhNz
KwarK
Profile Blog Joined July 2006
United States43758 Posts
October 15 2008 09:54 GMT
#18
Protoss FE wallins that stop runthrough could be tricky. The 9 mins in main to lend themselves towards one base openings but the size of the map hinders that. I don't see PvZ being balanced here because I just don't see how a Protoss would play this map. It doesn't suit any current style. If you move the nats nearer to the ramps and narrow the choke a bit it'll be more easily defendable.
ModeratorThe angels have the phone box
DhakhaR
Profile Blog Joined August 2007
United Kingdom721 Posts
October 15 2008 10:40 GMT
#19
On October 15 2008 18:52 jhNz wrote:
seems like the 11 o'clock main is much better and easier to defend than the 5 o'clock main due to the ramp placement.


i would have said the opposite, tanks at the top of the 5 ramp can hit stuff coming through the nat 'choke', whereas they would have to be far from the ramp to do the same at 11.

but yeah it looks very cheesy and hard for zerg and toss.
KwarK
Profile Blog Joined July 2006
United States43758 Posts
October 15 2008 11:34 GMT
#20
Terran will have a lot of fun trying to stop the Protoss just outflanking him at will. The strong points to hold are completely avoidable. You can go up either side and it's impossible to create a defence spanning the entire centre.
ModeratorThe angels have the phone box
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