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[Map] CloverField - Page 2

Forum Index > SC2 Maps & Custom Games
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Prev 1 2 All
never_Nal
Profile Blog Joined March 2008
Costa Rica676 Posts
June 22 2010 17:31 GMT
#21
looks like a golf course full of sand traps to me :D
Be kind whenever possible. It is always possible.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
June 22 2010 17:34 GMT
#22
On June 23 2010 02:31 never_Nal wrote:
looks like a golf course full of sand traps to me :D
Except these sand traps have burrowed roaches in them.
..and then I would, ya know, check em'. (Aka SpoR)
TelecoM
Profile Blog Joined January 2010
United States10671 Posts
June 22 2010 17:51 GMT
#23
damn bro thats sick
AKA: TelecoM[WHITE] Protoss fighting
bakedace
Profile Blog Joined March 2010
United States672 Posts
June 29 2010 20:03 GMT
#24
really good map spoR

<3
Bob300
Profile Joined April 2010
United States505 Posts
Last Edited: 2010-06-29 20:14:36
June 29 2010 20:14 GMT
#25
On June 23 2010 02:30 Tenks wrote:
Show nested quote +
On June 23 2010 01:32 CharlieMurphy wrote:
On June 23 2010 01:30 LunarC wrote:
Terran could simply lift to the corner expansions for a well-defended, resource-rich base.

Terrans can also do this on LT, DO, KR, IZ, SoW and SS.



But islands on official blizzard maps have fewer patches than mains and naturals. It is kind of hard to tell but don't these islands have the same mineral richness as the standard bases?


The flight between the main and gold is really far? I don' t see a valid complaint.

Edit: this map is awesome!!!
NYC Suburbs --- College Freshman --- Season 1 - Drone Whiskey
heishe
Profile Blog Joined June 2009
Germany2284 Posts
June 29 2010 20:22 GMT
#26
island expos have fewer patches? lol never noticed that.
If you value your soul, never look into the eye of a horse. Your soul will forever be lost in the void of the horse.
Tone_
Profile Joined May 2009
United Kingdom554 Posts
June 29 2010 20:30 GMT
#27
Really really impressive dude, gj!
Hasta La Victoria Siempre | 톤
iPlod
Profile Joined June 2009
United States46 Posts
June 29 2010 20:44 GMT
#28
This map looks great, keep up the good work!
Give idra a thousand hugs.
gdroxor
Profile Blog Joined May 2010
United States639 Posts
June 29 2010 21:31 GMT
#29
Awesome map. Only qualm I have is I think that there's just too many (sham)rocks blocking the path to the expansions. Maybe reduce it to 2?
ROOTCatZ
Profile Blog Joined June 2005
Peru1226 Posts
Last Edited: 2010-06-29 21:39:48
June 29 2010 21:37 GMT
#30
gorgeous design, lovely zerg map, i could marry you... but it might need a bit of balancing...
I do really love the bumps all over, i wonder how that would play out in a serious game.
Progamerwww.root-gaming.com
TheAngelofDeath
Profile Blog Joined May 2010
United States2033 Posts
June 29 2010 21:42 GMT
#31
Liking it a bunch man. Very nice.
"Infestors are the suck" - LzGamer
Avril_Lavigne
Profile Joined April 2010
United States446 Posts
Last Edited: 2010-06-29 22:09:10
June 29 2010 21:58 GMT
#32
Great map! However its easy to defend the natural, third, and gold expansions i think as terran. I'd like to see a little more "wild card" expansions; expansions that aren't exactly specifically "owned" by each players. Perhaps prefer to see an expansion in the center? That would be nice therefore if all bases were taken, either player would have a slighter advantage if he were to have the center; thereby decreasing the probability of having a draw. The Island expansions seem reasonable as it seems that it would be a little harder to defend. The bases at 3 and 9 seem hard to take/defend/even attack. since it's such a travel to get to it. So that'll force in some strategy into this map. Seems to me as long as you control the center then you're 5th base is easily secured. That's just my analysis on this map. Hope to play it sometime. good work man

edit: Btw, Looove the 9 and 3 bases. Hard to defend I feel. You'd think that the base at 3 would belong to 12, and base at 9 belongs to 6, however the walking distance to defend it seems huuge. 6 > 3 seems like a lesser distance than 12 > 3. However if 6 were to take 3 as an expansion, it could be easily dropped by 12 since the 12's natural is right above 3.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-07-02 06:08:05
July 02 2010 06:07 GMT
#33
On June 30 2010 06:31 gdroxor wrote:
Awesome map. Only qualm I have is I think that there's just too many (sham)rocks blocking the path to the expansions. Maybe reduce it to 2?

hahah I dunno why this made me laugh so hard. Workign on the updates atm, almost done.
..and then I would, ya know, check em'. (Aka SpoR)
Terranist
Profile Blog Joined March 2009
United States2496 Posts
July 02 2010 06:16 GMT
#34
do units approaching the pyramid/highground in the middle have sight looking toward the top? kind of an interesting mechanic if it worked that way. looks like you've put a lot of time into it and so far it's fantastic. i like the theme.
The Show of a Lifetime
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
July 02 2010 06:24 GMT
#35
On July 02 2010 15:16 Terranist wrote:
do units approaching the pyramid/highground in the middle have sight looking toward the top? kind of an interesting mechanic if it worked that way. looks like you've put a lot of time into it and so far it's fantastic. i like the theme.

pretty sure. It's technically just a hill, not another level of ground.
..and then I would, ya know, check em'. (Aka SpoR)
dimfish
Profile Blog Joined February 2010
United States663 Posts
July 02 2010 06:34 GMT
#36
I'm not sure if you should reduce the resources at the islands or what--but I say don't make them smaller! My first thought was wow, those island expos are HUGE, I wonder if players will A) fight for them and B) divert attacks to break down the bunch-o-destructibles just to discourage opponents from going to the island.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-07-02 06:42:10
July 02 2010 06:41 GMT
#37
On July 02 2010 15:34 dimfish wrote:
I'm not sure if you should reduce the resources at the islands or what--but I say don't make them smaller! My first thought was wow, those island expos are HUGE, I wonder if players will A) fight for them and B) divert attacks to break down the bunch-o-destructibles just to discourage opponents from going to the island.

I wasn't gonna mess with the minerals of them, but they seem to take up quite a bit of space on the map and islands don't need to be this big imo. But I can't really reduce the size of them without redoing a large chunk of the map only to reduce the size slightly (because I don't wanna ruin the look of the clover).
Kinda distracted atm by a bug I found lol
..and then I would, ya know, check em'. (Aka SpoR)
Phayze
Profile Blog Joined June 2009
Canada2029 Posts
Last Edited: 2010-07-02 09:27:51
July 02 2010 09:27 GMT
#38
Looks very nice but I dislike the "Add Random Height" feature you used (Atleast thats what it looks like). It's great in campaign, But i feel it makes a SC2 map look very gross :o. But other than that It looks VERY snazzy . I look forward to trying a game or two on it when the beta re opens
Proud member of the LGA-1366 Core-i7 4Ghz Club
CagedMind
Profile Joined February 2010
United States506 Posts
July 02 2010 12:31 GMT
#39
Wait until you find the other bugs in editor...
your micro has been depleted
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