Other than that,keep up the good work! Its good that many people are coming up with new maps to play
[Map] Torrasque - Page 4
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Invictus
Singapore2697 Posts
Other than that,keep up the good work! Its good that many people are coming up with new maps to play | ||
Illva
Sweden137 Posts
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FlopTurnReaver
Switzerland1980 Posts
![]() 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 ![]() | ||
arthur
United Kingdom488 Posts
Fix that make sure its more than double the regular blink distance. | ||
Logo
United States7542 Posts
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. | ||
rastaban
United States2294 Posts
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. | ||
FetusFondler
United States246 Posts
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Slims20
United States45 Posts
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Prog
United Kingdom1470 Posts
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virgol
Sweden61 Posts
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Fen
Australia1848 Posts
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
Norway260 Posts
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. | ||
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RaGe
Belgium9944 Posts
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Logo
United States7542 Posts
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. | ||
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RaGe
Belgium9944 Posts
On June 30 2010 23:57 Logo wrote: 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. It's been answered a bunch already. It turns around after chasing for a little while. Yeah just read the rest of the thread :\ | ||
MangoTango
United States3670 Posts
Incidentally, having the natural be gold seems imba for terran float. | ||
Antares777
United States1971 Posts
Also, make so when the ultra dies the creep tumor dies. | ||
SpaceYeti
United States723 Posts
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. | ||
MorroW
Sweden3522 Posts
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 ![]() | ||
TurboDreams
United States427 Posts
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