[Map] Ground Xero - Page 2
Forum Index > SC2 Maps & Custom Games |
prodiG
Canada2016 Posts
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jamesr12
United States1549 Posts
for ladder session 1 just use all the maps prodiG has made so far for the 1v1 map pool. thank you | ||
prodiG
Canada2016 Posts
On June 16 2010 12:51 jamesr12 wrote: dear blizzard, for ladder session 1 just use all the maps prodiG has made so far for the 1v1 map pool. thank you Dear Blizzard, Give me more than five slots to upload maps to. Damn straight I'm going to make more than five. T_T (I'll probably upload any extra maps on a friend's account or something) | ||
MangoTango
United States3670 Posts
But otherwise, very pretty. Mains are kinda huge, though. | ||
AskJoshy
United States1625 Posts
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prodiG
Canada2016 Posts
On June 16 2010 13:44 JoshSuth wrote: prodiG you've done it again, man. This map seriously looks like a really, really fun 2v2 map with good potential for some excellent macro-oriented 1v1 play. I may be speaking prematurely here, but I think I'd like to see this map get some use in our iCCup TV events. =) If you do end up using it, let me know. I'd love to see it played by some high-level players. I've only personally played it against some of the downloadable AI and I haven't found any outstanding or game-breaking problems with the map, but it's understandably hard to have a good game against AI that loses to my first push or AI that cheats and rapes me with a 40 unit ball of roach hydra muta in 8 minutes ![]() I hope all of my future projects are received as well as this one! I plan on finishing Redemption next. | ||
Inkarnate
Canada840 Posts
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Ghostcom
Denmark4781 Posts
On June 16 2010 13:20 prodiG wrote: Dear Blizzard, Give me more than five slots to upload maps to. Damn straight I'm going to make more than five. T_T (I'll probably upload any extra maps on a friend's account or something) I'll gladly give my five slots away if you keep making good maps ![]() | ||
michaelhasanalias
Korea (South)1231 Posts
The only comment I really have on what I feel could be improved is: -The path from any base to any other base seems very choked in some places where it shouldn't be. It would be pretty easy to block someone in I feel. If you look at the highest elevation area in the middle, possibly consider widening (via a slant? to keep the X theme?) the areas immediately above the upper ramps and below the lower ramps. I think this would solve the problem. I like that the elevation dips low for the contested middle grounds. Great-looking map though. | ||
prodiG
Canada2016 Posts
On June 17 2010 00:39 mlbrandow wrote: I think this is the best-looking map I've seen so far. The only comment I really have on what I feel could be improved is: -The path from any base to any other base seems very choked in some places where it shouldn't be. It would be pretty easy to block someone in I feel. If you look at the highest elevation area in the middle, possibly consider widening (via a slant? to keep the X theme?) the areas immediately above the upper ramps and below the lower ramps. I think this would solve the problem. I like that the elevation dips low for the contested middle grounds. Great-looking map though. When I designed the map, I wanted it to punish you for sitting in your base for too long, which would result in some aggression being necessary if you wanted to keep up with a good opponent. I think it works well, but I'll keep your suggestion/any other suggestions in mind once I can actually test the map ![]() | ||
DJDemon
United States39 Posts
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Whiplash
United States2928 Posts
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EnderW
United States170 Posts
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Challe
Afghanistan58 Posts
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Grebliv
Iceland800 Posts
On June 20 2010 05:58 Challe wrote: is it possible to have cars going around the track and if you have your units inthe middle of the track when when the cars come by they can get hit and die? that would be awesome +1, imperative for a good melee map experience | ||
prodiG
Canada2016 Posts
On June 20 2010 05:49 Whiplash wrote: Great to see another prodiG map. This guy knows how to make balanced maps, unlike 99% of the other stuff we see in the map section (rambles on about impossible to defend naturals and mains with 2 unblocked entrances). I *think* they're balanced. Time will tell ![]() Not enough people are using drops or ferrying units around in sc2 so that's my excuse for everything | ||
prodiG
Canada2016 Posts
I think it turned out well ![]() | ||
Subversion
South Africa3627 Posts
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prodiG
Canada2016 Posts
On June 21 2010 16:06 Subversion wrote: i really like it, but i must admit not liking the no gas expansion. feel thats the reason i always have to expand! The only base with no gas is the one in the middle :o | ||
Christmastaflex
United States35 Posts
-------------------------------------------------------------------------------- On June 16 2010 06:50 Logo wrote: I think the gold minerals in the middle are a waste, I'm not really sure how you'd ever be able to take them. I'm also a little unsure about the layout. 1v1 with vertical placements mean there really isn't much for expansion opportunities past your natural which could create imbalances. On the other hand Horizontal or cross positions gives you crazy expansion opportunities and you can cover up to 6 bases with only 2 relatively close ground chokes. -------------------------------------------------------------------------------- There are plenty of opportunities to expand no matter which way you spawn. You just have to think outside the box and take them <:D I think you should really take into consideration the criticism on the high yield. A 4 play map with 1 high yield containing no gas? Sure there are pleanty of other expansions to take, but at what point of the game does a player have a decision to make a pivotal move for a dangerous high yeild. Simple enough 1 hy for 4 players with no gas...ATLEAST add gas. Outside of that; I really appreciate the main//natural. Large base with alot of room for great drop harrass on both main and natural. However, I feel uncomforable with such tight travel lanes. Gains way to terran mech imo. Not much opportunity for flanking which makes Zerg ground Bantha Fodder. Against a turtling terran I see it being even more of a nightmare with the Main/Natural in comparison to the lane sizes. A siege tank on the ledge of the main is in range to shred units all the way to the next expansions ramp. I like the general cosmetics of the map but I would suggest amplifying the size of the map giving more room in the lanes. All in all thanks for the thread. Good Luck, I hope you submit more. | ||
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