(2)Back to Back, (2)Congo, small and huge maps - Page 2
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Koffiegast
Netherlands346 Posts
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Whole
United States6046 Posts
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palanq
United States761 Posts
it looks really hard to attack in congo because there's a single area of the map that defends 4 bases by ground, including the gold... not to mention, it's so huge. | ||
Xeken
United States77 Posts
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chuky500
France473 Posts
They're the files from the editor though. You'll have to publish them to be able to play from the US server. | ||
locus117
United States3 Posts
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Zergneedsfood
United States10671 Posts
Hahaha. Sounds EPIC. | ||
Two_DoWn
United States13684 Posts
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OptimoPeach
United States137 Posts
On May 26 2010 09:44 Two_DoWn wrote: Some of the towers seem like they is in a bad place on the first one. What is the point of the ones tucked in your natural? This is my only real complaint. I think 4 towers is a little superfluous for the size of the map, and it'd probably be fine to just leave it at the 2 in mid. I dunno if I agree with the people saying the rush distance is too short. I thought so at first, but the path you have to take is winding enough that I don't think it's any shorter than Steppes of War. Maybe it's even a bit longer? Anyway, overall it looks great. I can't wait to try it out. The second one seems way too big for 1v1, but then I've never been too fond of giant 1v1 maps in the first place | ||
Phiru
United States9 Posts
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OptimoPeach
United States137 Posts
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CagedMind
United States506 Posts
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ttlranger
United States22 Posts
With Congo, it seems like there's a lot of unplayable space and a lot of narrow choking paths. It's almost like an island map. Maybe that's what you're going for, but if you want to see much ground army play, I'd think you should widen some of those paths. An alternate route might be interesting, too. What I like about Congo is that, although there's a gigantic rush distance, the naturals are also kind of far from the main. It changes things up. It's a little more difficult to get forces to your natural for defense, but it's also a long walk for your enemy to get any troops to your base. | ||
WniO
United States2706 Posts
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Darby.mcg
United States16 Posts
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jamesr12
United States1549 Posts
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DrSmoke
United States175 Posts
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OptimoPeach
United States137 Posts
On May 26 2010 11:55 ttlranger wrote: Those look nice. With Back to Back, I kind of feel like the ramp to the main should be adjusted. It seems like it'd be difficult to defend the main and the natural with a zerg force. Just as a hypothetical example (which might not be a good idea, just an example of what I'm thinking), if you were to move the natural mineral lines a few clicks towards the center of the map and then move the main ramps closer to the edges of the map, it would simultaneously increase the rush distance (except for cliff hoppers!) and allow the natural expo to serve as a defensive barrier for the main. After doing a few games, I like this idea. The mains also feel a bit cramped, but that's probably just because I play Terran so I have fucking supply depots and tech labs strewn all over the place. Minor stuff, though. I really like the map, and I'll play it just as much as any other Blizzard map. Let me know if you update it or get an account on the US server so I can pull your current version that I have published there | ||
teekesselchen
Germany886 Posts
This is my opinion since I had a 1on1 on shakuras plateau, this 2on2 map, on cross positions. It totally demolished the tactics that were available back then and it was absolutely boring. Ok, now the game might be a bit more macro orientated but however, it just takes yeeeeeaaaaarrrrrs for a Thor to get from one base to the oponents. About back to back: Although I always keep an eye on the size of the main base, it's an interesting feature that players are practically forced to build at their naturals very early and are encouraged to get a fast expansion. It surely looks like it could be place of many cool macro games. But (only from the overview so far) it looks like there wasn't much efforts in optical design. The main thing I noticed was that there are many very straight and long cliffs what looks kinda bad especially for "natural" cliff type. Edit: Ok, rechecked, actually it's only at a very few spots. I'ld love to see a second more "standard" version with a normal sized main of it because I also like the rest of that map. | ||
Endymion
United States3701 Posts
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