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[Map] Torrasque - Page 4

Forum Index > SC2 Maps & Custom Games
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Invictus
Profile Blog Joined September 2009
Singapore2697 Posts
June 30 2010 13:43 GMT
#61
definitely no hostile units cause i think that will screw up the entire early game imho. I can only see the point of neutral hostile units if ur playing warcraft 3 and is trying to level up your hero. Other than that i don't see a point unless you want to make stuff like having your 1 hp tank(example) getting killed by the hostile unit.

Other than that,keep up the good work! Its good that many people are coming up with new maps to play
Lee Jaedong Fighting!
Illva
Profile Joined May 2010
Sweden137 Posts
June 30 2010 13:51 GMT
#62
remove the ultra, add rocks and its perfect
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
June 30 2010 13:57 GMT
#63
Why not call it Scrap Zone or Incineration Staion?

I like the map, looks kinda like a standart SC2 map^^ I also really like the thing with the Ultralisk, I always wanted to make a map with Neutral units that attack everything but I have no idea about triggers etc.

I'm not so sure about the 2nd entrance being just next to the main entrance. Seems kinda weird to me. But I don't wanna complain without having played it. I don't like back entrances so that's definitely something new

One last thing I have to say... This green sand just doesn't fit in with that tile set
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
arthur
Profile Joined April 2009
United Kingdom488 Posts
June 30 2010 14:04 GMT
#64
i believe you could quite easily blink from main to main using the 'cannot land here' bug thing where it blinks double.

Fix that make sure its more than double the regular blink distance.
youtube.com/f1337
Logo
Profile Blog Joined April 2010
United States7542 Posts
June 30 2010 14:14 GMT
#65
Really well done as always MorroW. Don't let people get you down with their stupid comments/questions.

My only suggestion is fix the grass area. It looks ugly in an otherwise great looking map.

What tileset is this is in? It looks pretty slick.

Also if the gold expo doesn't work people it's not like it'd be hard for him to change. Still it seems like a fun way to mix up build orders without really tilting the map.
Logo
rastaban
Profile Blog Joined May 2010
United States2294 Posts
June 30 2010 14:15 GMT
#66
So much talk about the poor Ultra and not about all the other unique map features, it is crazy.

I like the look and feel of this map, very well constructed. I don't like change so I automatically feel leery of the quick golds, but I think we really need to see maps with different mineral configurations played before we can assume that is better / worse for certain races.

It seems that with the high yield that it and the main will probably run out at nearly the same time (depends on when you expand) This may make for some interesting actions as it could force double expands.

The watch towers seem really to help defensive play. I can see the tvt match up being unique on this map since you wouldn't really need the viking element when defending if you control the watch tower.

For zerg I wonder what the fastest time you can get a queen to the cave is, I can see and interesting play where you rush tumors by starting off the central creep into a Protoss base so they can't build more buildings.Of course that is just a thought and in reality may be completely impossible, or add an interesting element since you would be sacrificing your injects early on.
Tyler: "...damn it, that's StarCraft. Opening doors is what we do. Being the first to find food is the greatest pleasure a player can have!"
FetusFondler
Profile Blog Joined February 2010
United States246 Posts
June 30 2010 14:20 GMT
#67
Hm, what do you think about a watchtower? It would be kind of cool if there was one right next to the ultralisk or possibly in a similar position to the one on Incineration Zone?
None are so busy as the fool and knave.
Slims20
Profile Joined June 2010
United States45 Posts
June 30 2010 14:28 GMT
#68
Great looking map, except for the random grass texture. That's my only criticism.
Prog
Profile Joined December 2009
United Kingdom1470 Posts
June 30 2010 14:46 GMT
#69
I guess gold naturals are a huge handicap for protoss. Terran got mules and Zerg needs to spend less larva on drones, but Protoss got no benfit at all in comparison - or do i forget something?
virgol
Profile Joined May 2010
Sweden61 Posts
June 30 2010 14:51 GMT
#70
God I hate hostile units in melee maps, just like WC3 hero levelling. Annoying and boring as hell.
Fen
Profile Blog Joined June 2006
Australia1848 Posts
June 30 2010 14:55 GMT
#71
This map looks great!

I love the idea that the ultra is there. People seem to think that its going to have a much larger impact than it actually is. This isnt going to make the game warcraft 3, where you are going around killing lots of neutral units, this is simply a more creative way to block off an area of the map than boring rocks.

The cave is really interesting, because it is the fastest route to the enemy base, but you have to risk the ultra killing your stuff. Early rushes will be forced to go around the cave, unless someone wants to outmicro the ultra (lings should be able to get through, making early lings really dangerous). But as soon as you get into midgame, that ultra will be picked off really easy and will no longer have an impact.

Also, the natural gold means that it should be standard for terran to lift and start at the natural wont it?

I think TvZ on this match would be really unique.
NeonGenesis
Profile Joined September 2005
Norway260 Posts
Last Edited: 2010-06-30 14:56:25
June 30 2010 14:55 GMT
#72
God I hate hostile units in melee maps, just like WC3 hero levelling. Annoying and boring as hell.

You just draw such a comparison without any thought at all. It's not like creeping because there is no benefit from killing the creature beyond safe passage. It serves pretty much the same purpose as destructable rocks, just a whole lot more interesting with regards to the early and mid-game.
It's all good. I just want rainbows, unicorns and machine guns. -Sundance DiGiovanni
RaGe
Profile Blog Joined July 2004
Belgium9950 Posts
June 30 2010 14:57 GMT
#73
What is the torrasque AI like? Could I send one of my first SCVs, get the ultra to chase the SCV, and get an ultra in my opponents base at 6 supply?
Moderatorsometimes I get intimidated by the size of my right testicle
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2010-06-30 14:58:37
June 30 2010 14:57 GMT
#74
On June 30 2010 23:46 Prog wrote:
I guess gold naturals are a huge handicap for protoss. Terran got mules and Zerg needs to spend less larva on drones, but Protoss got no benfit at all in comparison - or do i forget something?


They can saturate really really fast with chronoboost. In comparison to a regular expansion they'll save on chronoboost which they can use to make more military units or tech faster.


On June 30 2010 23:57 RaGe wrote:
What is the torrasque AI like? Could I send one of my first SCVs, get the ultra to chase the SCV, and get an ultra in my opponents base at 6 supply?



It's been answered a bunch already. It turns around after chasing for a little while.
Logo
RaGe
Profile Blog Joined July 2004
Belgium9950 Posts
June 30 2010 14:58 GMT
#75
On June 30 2010 23:57 Logo wrote:
Show nested quote +
On June 30 2010 23:46 Prog wrote:
I guess gold naturals are a huge handicap for protoss. Terran got mules and Zerg needs to spend less larva on drones, but Protoss got no benfit at all in comparison - or do i forget something?


They can saturate really really fast with chronoboost. In comparison to a regular expansion they'll save on chronoboost which they can use to make more military units or tech faster.


Show nested quote +
On June 30 2010 23:57 RaGe wrote:
What is the torrasque AI like? Could I send one of my first SCVs, get the ultra to chase the SCV, and get an ultra in my opponents base at 6 supply?



It's been answered a bunch already. It turns around after chasing for a little while.

Yeah just read the rest of the thread :\
Moderatorsometimes I get intimidated by the size of my right testicle
MangoTango
Profile Blog Joined June 2010
United States3670 Posts
June 30 2010 15:00 GMT
#76
Lol, Torrasque. That's new. The creep in the middle of the map might be slightly problematic. But I'm excited for this potentially new idea.

Incidentally, having the natural be gold seems imba for terran float.
"One fish, two fish, red fish, BLUE TANK!" - Artosis
Antares777
Profile Joined June 2010
United States1971 Posts
June 30 2010 16:13 GMT
#77
If the Ultra turns around after chasing for while, can't stimmed marauders just kite it?

Also, make so when the ultra dies the creep tumor dies.
SpaceYeti
Profile Joined June 2010
United States723 Posts
June 30 2010 16:14 GMT
#78
I like the concept and general design of this map. The neutral creep thing is cool and adds something interesting to the map.

Couple of thoughts:
1) Is the cave intended to be claimed as an expansion? The existence of creep there makes it favor Zerg if so.
2) I'm curious to see the SC2 Map Analyzer results on this puppy.

Great looking map so far! Would love to play it.
Behavior is a function of its consequences.
MorroW
Profile Joined August 2008
Sweden3522 Posts
June 30 2010 16:16 GMT
#79
added an interview with dimaga in the OP

will update the map today or tomorrow i think, maybe longer delays but i doubt it
tnx for ur inputs and please make a vote in the OP if u haven't already
Progamerpls no copy pasterino
TurboDreams
Profile Joined April 2009
United States427 Posts
June 30 2010 16:20 GMT
#80
Is it just me or does the map kinda resemble a Drone?
Music is the medicine of the mind || Kill a Zergling and a hundred more will take its place.
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