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[M] Wihl has a map thread! - Page 2

Forum Index > SC2 Maps & Custom Games
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Prev 1 2 All
SoL[9]
Profile Blog Joined December 2009
Portugal1370 Posts
June 28 2010 22:01 GMT
#21
Great maps but the Desert Sanctuary looks amazing i really want to play there.
Gj
I Can Fly...
Antares777
Profile Joined June 2010
United States1971 Posts
June 29 2010 00:29 GMT
#22
Question:
I know that Cygnus B is named after a star, is Formica C named after a star too? Never heard of it.
Wihl
Profile Blog Joined June 2010
Sweden472 Posts
June 29 2010 01:04 GMT
#23
Cygnus B is after a star yes. Formica C was named after the genus of ants named Formica (mostly because I thought the colour scheme is similar http://en.wikipedia.org/wiki/File:A_Formica_rufa_collecting.jpg ). The WiP-map will be named <something> and then D at the end. I'll continue with that until I run out of letters in the alphabet but we'll cross that bridge when we get to it :p
Antares777
Profile Joined June 2010
United States1971 Posts
June 29 2010 04:05 GMT
#24
On June 29 2010 10:04 Wihl wrote:
Cygnus B is after a star yes. Formica C was named after the genus of ants named Formica (mostly because I thought the colour scheme is similar http://en.wikipedia.org/wiki/File:A_Formica_rufa_collecting.jpg ). The WiP-map will be named <something> and then D at the end. I'll continue with that until I run out of letters in the alphabet but we'll cross that bridge when we get to it :p


Oh I was way off
Wihl
Profile Blog Joined June 2010
Sweden472 Posts
June 29 2010 17:31 GMT
#25
Stars, Ants - pretty much the same thing.
dimfish
Profile Blog Joined February 2010
United States663 Posts
June 29 2010 17:35 GMT
#26
I am a fan of Cygnus B in particular--nice spaces! I want to watch games on that map and see what kind of maneuvers players do.
Wihl
Profile Blog Joined June 2010
Sweden472 Posts
June 30 2010 03:12 GMT
#27
Cool, yeah I wanted it to be quite open since all the blizzard maps are pretty tight.

By the way, I'm looking for feedback on all my maps. I appreciate any opinions, whether they be about how bad my maps are or whatever.

I'm going home later today, visiting some friends at the moment. I'll try to get some images up with that map analyzer of yours, dimfish. Really helpful tool (although I wish it took no-pathing into account, but I guess thats what future versions are for), keep up the good work.
Antares777
Profile Joined June 2010
United States1971 Posts
June 30 2010 03:46 GMT
#28
[1v1/2v2] [4 spawn] Name Pending

This map doesn't fit well into either 1v1 or 2v2 IMO.
In 2v2, your ally is just as close to you as you enemy is. This can be bad. In fact, it's whole design is set up as two 1v1s rather than a 2v2 map.
from the 1v1 perspective, the expansions in between the naturals are actually really good places for siege tanks. Cross-spawn is absolutely terrible considering how the center is divided in half. It forces you to attack from one side or the other. I think that this map should be scrapped.

needs:
-To be scrapped

[1v1] [2 spawn] Desert Sanctuary

I am not a fan of Desert Oasis at all. In fact, that map and Incineration Zone are the worst maps ever IMO. This version IMO is much better - the naturals are not as far away as they were before, discouraging FEing. The back door is a Blistering Sands fad - which I love. Same with DO, this map still stresses army placement. One that you made better is making the ground distance closer - this influences players to stop rushing mutalisks or some air unit and go for more of ground based army.

needs:
-Cliffs behind your natural for harassment options.
-Destructible rocks blocking off the island expansions (used-to-be-island expansions).
-The high yield mineral fields back.

[1v1] [1 spawn] Formica C


I am not sure about having the mains being lower than the naturals - we'll have to test the map a few times to see if it is a good idea, as I cannot give accurate criticism. I do however do not see the purpose of the destructible rocks blocking those chokes near the center of the map - an explanation is needed for those because I do not understand their purpose. Your third base should be harder to hold onto. right now it looks really easy to defend.

needs:
-3rds need the choke from the fourth base to be widened a lot and remove the rocks there.
-4ths need to be high yield (maybe with destructible rocks blocking an expo there).
-The ramps that connect the center of the map to the fourth bases need to be much larger

This map has potential, good job on this one.

[1v1] [2 Spawn] Cygnus B

Contains on this map seem really easy to pull off because if you get locked down after expanding to your natural you have no where to go. The watchtowers give sight to the backdoor destructible rocks which eliminates the surprise attack option. This map I think needs more testing to be done. It's actually hard to say how combat would unfold.


Good job on Formica C, that is no question your best map. Work on that one before the others. Scrap the 4-spawn. Cygnus B and Desert Sanctuary need to be tested more - it's hard for me to say whether or not they are good or bad maps.

Keep up the good work, and don't stop until Formica C is awesome!
Antares777
Profile Joined June 2010
United States1971 Posts
June 30 2010 03:48 GMT
#29
On June 30 2010 02:35 dimfish wrote:
I am a fan of Cygnus B in particular--nice spaces! I want to watch games on that map and see what kind of maneuvers players do.


It's hard to say...
I'm having trouble critiquing it.
Which is good! It's something that I haven't seen before, could be a new map trend. Who knows?
Chizambers
Profile Joined June 2010
United States126 Posts
July 01 2010 21:56 GMT
#30
Nice job on the maps man. Overall, some of the better once I have seen on the forum so far.
yup, I'm a nub.
Wihl
Profile Blog Joined June 2010
Sweden472 Posts
July 02 2010 00:39 GMT
#31
@Chizambers, Thanks! I try the best I can but its hard when you can't actually play 10-15 games with some friends to see what works and what doesnt.

@Antares777 I'll try to answer properly tomorrow!
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