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[Map] City of Mengsk - Page 3

Forum Index > SC2 Maps & Custom Games
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Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
June 28 2010 16:31 GMT
#41
--- Nuked ---
fantomex
Profile Joined June 2009
United States313 Posts
June 28 2010 16:33 GMT
#42
God damn that is a good looking map.
Replay or GTFO
Antares777
Profile Joined June 2010
United States1971 Posts
June 28 2010 17:04 GMT
#43
IMO Reapers would be really overpowered on this map with all those cliffs. Protoss would have a really hard time dealing with that, but all zerg has to do is get early roaches instead of speedlings so they can shoot up the cliffs with an overlord spotting them. Protoss wouldn't be able to expand until they got some way of spotting units up there.

Siege Tanks would also own. IMO Terran is really OP on this map. I like the natural being behind your main because it will encourage fast-expanding on a relatively small map which can be hard to accomplish as a map editor. Speedlings can run by your choke and harass your natural and as soon as your army moves away from your ramp to kill them, more lings could even run up into your main, making run-by's that much more powerful because the natural isn't guarding you choke.

Great job on this map! My only suggestions would be to remove the high ground all around the map. It's okay to have some by a natural for harassment, but all around the place is too OP for Terran. Also, you might want to bring the 3rd base out a little to remove the choke or maybe increase the HP of those destructible rocks. Taking a third base seems to easy and easy to defend.

Great map though. Really favors Terran unfortunately (I'm a Zerg player so this may be a little bias ) with all those chokes and high ground.
Antares777
Profile Joined June 2010
United States1971 Posts
June 28 2010 17:07 GMT
#44
Ooooooo.....

I just thought of this now so sorry for not putting it in my last post - maybe you should have destructible rocks blocking your main off from the rest of the high ground instead of doo-dads or whatever is there right now. That would give more harassment options and latter game options for non-terrans.

PS: this map looks smaller than steps of war :S
make it larger if you want it to be a four-player map.
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-06-28 17:14:30
June 28 2010 17:13 GMT
#45
On June 29 2010 02:07 Antares777 wrote:
Ooooooo.....

I just thought of this now so sorry for not putting it in my last post - maybe you should have destructible rocks blocking your main off from the rest of the high ground instead of doo-dads or whatever is there right now. That would give more harassment options and latter game options for non-terrans.

PS: this map looks smaller than steps of war :S
make it larger if you want it to be a four-player map.

im not really listening to any posts that are like this, u dont even know what the backdoor exit is blocked by so i cant take ur post seriously at all
nothing u said makes any sense at all xd

4 player maps doesnt have to be larger than 2 player maps. i make it as 4 player but my goal is to balance it and be played as a 1x1 map ^^
Progamerpls no copy pasterino
koppik
Profile Joined April 2010
United States676 Posts
June 28 2010 17:57 GMT
#46
Definitely the most interesting I've seen yet in terms of gameplay.

I think the neutral creep tumor is an especially good touch. There might need to be two of them, though, if it does turn out zerg has too hard of a time defending his main and natural simultaneously.
Illva
Profile Joined May 2010
Sweden137 Posts
June 28 2010 18:08 GMT
#47
Ehm sorry morrow if this sounds stupid but what if you scout your opponent on the first try as zerg or protoss and gas steals the only gyser? wouldnt that kinda mess alot of stuff up?
R0YAL
Profile Blog Joined September 2009
United States1768 Posts
Last Edited: 2010-06-28 20:22:34
June 28 2010 18:29 GMT
#48
Impressive Morrow! :D Looks like you worked quite a bit on this and it shows.
I really like the small touches like the pipes by cliffs to reduce the reaper harass and the creep tumor by the natural.
The only thing that im a little uneasy about it the middle not being symmetrical but without testing im not sure if it really makes much of a difference. I also cant tell for sure but it looks like there may not be enough room in the main but dont hold me to that
It appears like air harass would be very effective on this map since all 3 mineral lines are pretty close together but at the same time it makes it easier to defend. A few well placed turrets could shutdown harass for all 3 bases or at least stall for the rest of your forces to get there.
Also blink stalkers would be insanely strong on this map imo
Absence of evidence is not evidence of absence.
Grebliv
Profile Joined May 2006
Iceland800 Posts
June 28 2010 19:08 GMT
#49
funky map, looks pretty interesting!
ESV Mapmaking!
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-06-28 19:49:22
June 28 2010 19:47 GMT
#50
On June 29 2010 03:08 Illva wrote:
Ehm sorry morrow if this sounds stupid but what if you scout your opponent on the first try as zerg or protoss and gas steals the only gyser? wouldnt that kinda mess alot of stuff up?

then i suppose u should do liek u did in sc1. just take ur gas then stop working on it and go back to the minerals xD

if toss scouts me so hilariously fast i will laff at him for losing so much econ, gas steal was alot grosser in sc1

On June 29 2010 03:29 R0YAL wrote:
Also blink stalkers would be insanely strong on this map imo

ye thats probably true, its not gonna be imbalanced tho seeing how blink in general is bad
Progamerpls no copy pasterino
Logo
Profile Blog Joined April 2010
United States7542 Posts
June 28 2010 19:54 GMT
#51
I wonder what kind of timings are possible with that creep tumor out front. I wonder if a zerg could rush a contain on their opponent with forward built spine crawlers + a queen. I've thought about adding creep tumors to maps before, but could never work out how to do it tactically in a way that's balanced.
Logo
aeoliant
Profile Blog Joined June 2010
Canada361 Posts
June 28 2010 19:57 GMT
#52
[image loading]

I think the 3rd should be a little bit more open just to add to the flow of the map. You could remove the second ramp that faces the third's main and add one directly into the base. Then just shift the resources over. Mostly just to make the third base a little harder to hold from your main and to give you faster access from the 3rd to the cliffs around the edge. Just my 2 cents though.
arnold(soTa)
Profile Joined March 2010
Sweden352 Posts
June 28 2010 20:03 GMT
#53
I want to play this so much :-( morrow why u make me hate life without sc2beta
"I like turtles"
Chizambers
Profile Joined June 2010
United States126 Posts
June 28 2010 20:16 GMT
#54
Interesting map. I think I would have to play a few games on it before I could decide whether I liked it or not. I do like the big open center, and the mains not being tucked completely into a corner. Has a lot of potential. Nice work!
yup, I'm a nub.
R0YAL
Profile Blog Joined September 2009
United States1768 Posts
Last Edited: 2010-06-28 20:25:20
June 28 2010 20:24 GMT
#55
On June 29 2010 04:47 MorroW wrote:
Show nested quote +
On June 29 2010 03:29 R0YAL wrote:
Also blink stalkers would be insanely strong on this map imo

ye thats probably true, its not gonna be imbalanced tho seeing how blink in general is bad

hah tru
if anything it will help balance things
Absence of evidence is not evidence of absence.
Tiwo
Profile Joined March 2009
Netherlands306 Posts
Last Edited: 2010-07-24 14:26:11
July 24 2010 14:21 GMT
#56
From what I've seen I think I like this map the most, but the only problem I foresee are the back doors to easy accessible.

I think the idea was if you mine out the minerals in your base that a scout cant go tru anymore, but I think he still can by taking the other sides minerals, and just let it move back to your own base, so it passes your opponents base so the scout gets in, (or he just can bring minerals from his own home but thats more effort :p )

If you noticed it, or even planned like this, fine by that. I just hope it is not to easy to scout.

Picture: The scout tries to move to their 4 or 7 o'clock base (not sure about 10 o'clock base
[image loading]


If this not was planned, you might wanna try replacing them to other spots, like for the 2 o'clock place it above the 3rd, not sure what a scout would do there.
MorroW
Profile Joined August 2008
Sweden3522 Posts
July 24 2010 14:53 GMT
#57
ye u can still walk through the eggs if u mine the gold INTO the base, but not to the outside, this is just how the sc2 engine works and u can even click on minerals without vision and slide through like that. it is indeed planned and im aware of it, if u dont like ur base getting scouted then u can get some units by the eggs and some by the ramp. but i wouldnt expect there to be an issue of "too easy to scout". its a very tricky map and theres tons of locations that u could hide things at anyway ^^
Progamerpls no copy pasterino
Hautamaki
Profile Blog Joined December 2003
Canada1311 Posts
July 24 2010 15:11 GMT
#58
I can't view any of your maps, Imageshack doesn't work in China =[
True learning is not the memorization of knowledge; it is the internalization of patterns.
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-07-25 12:16:11
July 25 2010 12:15 GMT
#59
On July 25 2010 00:11 Hautamaki wrote:
I can't view any of your maps, Imageshack doesn't work in China =[

ah
wait a few and ull probably see them uploaded on EU US and maybe even Asia. we will see ^^

meanwhile i guess all u can see are these youtube vods of 2 maps
http://www.teamliquid.net/forum/viewmessage.php?topic_id=137820
Progamerpls no copy pasterino
Hautamaki
Profile Blog Joined December 2003
Canada1311 Posts
July 25 2010 14:10 GMT
#60
Haha youtube doesn't work either =[

China has some strong points but the internet is definitely not one of them, unless you can read and write Chinese well enough to get involved in the Chinese gaming community. It's almost impossible to actively participate in non-Chinese gaming communities from here because of the firewall blocking half the sites and lagging up all the rest, not to mention lagging the games themselves. I can barely even play SCBW on iccup without dropping or lagging like shit =[
True learning is not the memorization of knowledge; it is the internalization of patterns.
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