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[map] Aphareus (2) - Page 4

Forum Index > SC2 Maps & Custom Games
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SC2Phoenix
Profile Blog Joined June 2009
Canada2814 Posts
May 31 2010 23:41 GMT
#61
Keep therm coming, nice job
Who the fuck has a family of fucking trees? This song is so god damn stupid. Fuck you song, fuck you and your stupid trees. -itmeJP
Skee
Profile Joined March 2010
Canada702 Posts
June 14 2010 20:17 GMT
#62
Major update in original post.
monitor
Profile Blog Joined June 2010
United States2404 Posts
Last Edited: 2010-06-14 22:11:11
June 14 2010 22:10 GMT
#63
I think this would have a really fun feel to it. Really my only two suggestions are to make the scenery a bit more intriguing and to widen the choke to the expansions at the 3 o' clock and 9 o' clock positions. This way terran mech is a bit more balanced playing zerg. Really cool map though!!!
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Skee
Profile Joined March 2010
Canada702 Posts
June 15 2010 03:07 GMT
#64
On June 15 2010 07:10 monitor wrote:
I think this would have a really fun feel to it. Really my only two suggestions are to make the scenery a bit more intriguing and to widen the choke to the expansions at the 3 o' clock and 9 o' clock positions. This way terran mech is a bit more balanced playing zerg. Really cool map though!!!


I'm sorry, I don't see that as a real problem. >.< I was thinking in tightening the chokes to the big ramps, but then I thought otherwise.
3FFA
Profile Blog Joined February 2010
United States3931 Posts
June 17 2010 22:11 GMT
#65
It looks almost the same to me. I can't see a difference at all from the pictures you posted.
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
monitor
Profile Blog Joined June 2010
United States2404 Posts
Last Edited: 2010-06-17 22:42:29
June 17 2010 22:41 GMT
#66
Imaging a TvZ, with the terran in the top left position. The zerg fast expands, and macros off two bases. The terran rushes tanks and sieges them in the middle on the Southeast edge. The zerg is completely contained. In this situation, the zerg player is SCREWED for ground armies, except for nydus. I think you need to add a secondary path from the natural, to make contains harder.

I could be wrong though, just need to test it. Can you put a download link? I'll test and take a screen shot if needed to prove my point. Thanks,

monitor
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Skee
Profile Joined March 2010
Canada702 Posts
Last Edited: 2010-06-21 00:34:35
June 21 2010 00:32 GMT
#67
On June 18 2010 07:11 3FFA wrote:
It looks almost the same to me. I can't see a difference at all from the pictures you posted.

Ummm, aside from the fact that the chokes are incredibly smaller and make for a completely different late game in my eyes.

The zerg is completely contained. In this situation, the zerg player is SCREWED for ground armies, except for nydus. I think you need to add a secondary path from the natural, to make contains harder.

I agree with you now, what if I made the middle high ground a bit smaller and the ramp farther away from the natural and move the xel naga watch tower out of range of middle tanks, therefore it would be harder for the Zerg to be contained and would still allow them to keep their eye on the Terran army (via tower).

EDIT: I'll put a download link up after I write my exam tomorrow, I have to study atm.

EDIT 2: Instead of playing TF2 during the rest of the downtime I might start a new map, keeping the thoughts and knowledge that I have gained from this map.
DemiSe
Profile Blog Joined May 2010
883 Posts
June 21 2010 00:53 GMT
#68
Looks really great. Want to try it out before commentating on it though.
Let's See Who's Stronger, Your Tricks, Or My Skills.
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
June 21 2010 01:08 GMT
#69
I wouldn't mind a couple more bases?
Deathfate
Profile Joined November 2008
Spain555 Posts
June 21 2010 03:47 GMT
#70
i really like this map, some of the best i've seen around, no super wide but not all small chokes, posibility of flank and need of pushing out to take a 3rd. Great job.
Feel the power of the zerg swarm.
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2010-06-29 01:23:35
June 29 2010 00:20 GMT
#71
On April 26 2010 06:23 Snausages wrote:
The mains are still pretty small.


Yeah, the mains need to be made bigger, but otherwise, I really like this map. Nice job, keep it coming!
:D

EDIT: I posted this before I saw that you increased the size of the mains. Sorry!
LuigiNMario
Profile Joined April 2010
United States456 Posts
June 29 2010 00:26 GMT
#72
Am i the only one who likes big battle middle?
When there's Flash there's a way.
Antares777
Profile Joined June 2010
United States1971 Posts
June 30 2010 05:11 GMT
#73
I must say I really like this map.
The nats need cliffs 4 harass options.
The thirds need line of sight blockers for a little more defense because they are really exposed, like much more than anything I have seem before.
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
June 30 2010 05:13 GMT
#74
Steppes of War Expos Anyone?
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
Antares777
Profile Joined June 2010
United States1971 Posts
June 30 2010 16:18 GMT
#75
I still think it is a good map - regardless of whether or not it looks like Steppes of War - which it does.
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