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[map] (2) Magneus - Page 2

Forum Index > SC2 Maps & Custom Games
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Antares777
Profile Joined June 2010
United States1971 Posts
June 29 2010 23:23 GMT
#21

I'm sorry I do not agree with getting rid of the ramp by the thirds and adding the destructible rocks, but I do like the idea of having those high ground areas near the center. Maybe they should be made larger so that players can move larger forces across them.

Also, if you do incorporate that into your map, you could add another watchtower and move the existing one to the side of the center and the other tower at the other side. Then players would fight over two watchtowers, and be able to see the high ground paths. If you do, put line-of-siht blockers in a half circle around the towers.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
June 29 2010 23:28 GMT
#22
--- Nuked ---
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-06-29 23:30:19
June 29 2010 23:29 GMT
#23
--- Nuked ---
Vei
Profile Joined March 2010
United States2845 Posts
June 29 2010 23:31 GMT
#24
From a cursory view it looks really fun like steppes of war, but I guess those types of maps favor T eh (why do maps never favor P or Z [unless it's something ridiculous like a huge ramp to main/other shiz that never actually exists]), it's kind of frustrating
www.justin.tv/veisc2 ~ 720p + commentary
DigitalD[562]
Profile Joined April 2010
United States80 Posts
June 29 2010 23:42 GMT
#25
On June 30 2010 08:23 Antares777 wrote:

I'm sorry I do not agree with getting rid of the ramp by the thirds and adding the destructible rocks, but I do like the idea of having those high ground areas near the center. Maybe they should be made larger so that players can move larger forces across them.

Also, if you do incorporate that into your map, you could add another watchtower and move the existing one to the side of the center and the other tower at the other side. Then players would fight over two watchtowers, and be able to see the high ground paths. If you do, put line-of-siht blockers in a half circle around the towers.


The placement of the ramp to the 3rd makes turtling too friendly and expanding too easy for terran and zerg versus protoss in many situations. There is a lot of fun, wide-open space in the middle of the map, and the placement of the destructible rocks encourages players to use it in both offensive and defensive ways.
terranghost
Profile Joined May 2010
United States980 Posts
June 30 2010 00:08 GMT
#26
I would like to see the high ground overlooking the third possibly have some ground connection in some way shape or form so that reapers and collosus could take advantage of that high ground by the third without having to use transports or walk through its front door.
"It is amazing that people who think we cannot afford to pay for doctors, hospitals, and medication somehow think that we can afford to pay for doctors, hospitals, medication and a government bureaucracy to administer it." - Thomas Sowell
Antares777
Profile Joined June 2010
United States1971 Posts
June 30 2010 00:18 GMT
#27
On June 30 2010 09:08 terranghost wrote:
I would like to see the high ground overlooking the third possibly have some ground connection in some way shape or form so that reapers and collosus could take advantage of that high ground by the third without having to use transports or walk through its front door.


Maybe you could have the high ground extend all the way to the fourth base, but with no ramp so the colossi/reaper can cliffwalk up from the fourth base. Putting a ramp there it seems would be kind of pointless IMO.
GenesisX
Profile Blog Joined February 2010
Canada4267 Posts
June 30 2010 00:20 GMT
#28
Small chokes are not good btw...
133 221 333 123 111
Antares777
Profile Joined June 2010
United States1971 Posts
June 30 2010 00:33 GMT
#29
On June 30 2010 09:20 GenesisX wrote:
Small chokes are not good btw...


Now that you bring that up, I do think that the chokes to the third bases should be made much larger. Maybe you should even bring the mineral lines closer and shrink those bases.
TriniMasta
Profile Joined December 2009
United States1323 Posts
June 30 2010 00:36 GMT
#30
submit to Blizzard and replace Incineration Zone please
정명훈 FIGHTING!!! Play both T and P.
Antares777
Profile Joined June 2010
United States1971 Posts
June 30 2010 00:38 GMT
#31
On June 30 2010 09:36 TriniMasta[wD] wrote:
submit to Blizzard and replace Incineration Zone please


Hell yes!
Everyone hates Incineration Zone, it's such a bad map.

I, being a Zerg player, officially hate it the most.
Magneus
Profile Blog Joined August 2009
Canada65 Posts
June 30 2010 03:02 GMT
#32
Wow. Thanks for naming it after me. I'm honored!
And you shall know the truth, and the truth shall make you free.
Antares777
Profile Joined June 2010
United States1971 Posts
June 30 2010 04:03 GMT
#33
Still needs some work before it can replace incineration zone tho

take into consideration what everyone has said on this thread (but most importantly mine^^) and make this map own Incineration zone
Skee
Profile Joined March 2010
Canada702 Posts
June 30 2010 04:08 GMT
#34
On June 30 2010 08:28 Barrin wrote:
I agree with everything mentioned so far, except DigitalD's red blob keep that ramp plz it's cool.

This is really a good map. I'm sorry but lava just really isnt where it's at. Arguments have been mentioned a billion times in a billion other threads, please no lava . Change tileset and it will be pwn imo. Maybe make some textures a little more contrasting.


I wanted fog like blistering sands but I dont know how to do that.
Antares777
Profile Joined June 2010
United States1971 Posts
June 30 2010 05:03 GMT
#35
I think the fog is "endless pit" but idk. u c, i dont have the editor cause i have a mac >.<
Skee
Profile Joined March 2010
Canada702 Posts
June 30 2010 05:44 GMT
#36
On June 30 2010 14:03 Antares777 wrote:
I think the fog is "endless pit" but idk. u c, i dont have the editor cause i have a mac >.<


I don't know. Could anyone help me out with this?
Skee
Profile Joined March 2010
Canada702 Posts
Last Edited: 2010-06-30 19:52:59
June 30 2010 19:52 GMT
#37
On June 30 2010 08:28 Barrin wrote:
I agree with everything mentioned so far, except DigitalD's red blob keep that ramp plz it's cool.

This is really a good map. I'm sorry but lava just really isnt where it's at. Arguments have been mentioned a billion times in a billion other threads, please no lava . Change tileset and it will be pwn imo. Maybe make some textures a little more contrasting.


I like his idea of putting rocks on that little rock formation part, but im not so sure about the high ground.
Antares777
Profile Joined June 2010
United States1971 Posts
June 30 2010 20:41 GMT
#38
IMO the choke to the third base is way too small.
Skee
Profile Joined March 2010
Canada702 Posts
June 30 2010 20:54 GMT
#39
On July 01 2010 05:41 Antares777 wrote:
IMO the choke to the third base is way too small.


I updated the image and changelog image with a picture of the debris that make a 2nd choke to the 3rd base if destroyed.
Bob300
Profile Joined April 2010
United States505 Posts
June 30 2010 23:05 GMT
#40
This is probably the only map I would play on outside the map pool, unless I had to for a tournament or sumthing.
NYC Suburbs --- College Freshman --- Season 1 - Drone Whiskey
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