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[Map] Landscape - Page 2

Forum Index > SC2 Maps & Custom Games
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KinosJourney2
Profile Blog Joined July 2009
Sweden1811 Posts
July 01 2010 01:35 GMT
#21
Really good map, great job
ocho wrote: EDIT: NEVERMIND, THIS THING HAS APM TECHNOLOGY OMG
Antares777
Profile Joined June 2010
United States1971 Posts
July 01 2010 01:43 GMT
#22
Even though this map is four spawn - what do you think it is best suited for?
1v1?
or
2v2?

IMO 1v1.
MorroW
Profile Joined August 2008
Sweden3522 Posts
July 01 2010 01:45 GMT
#23
On July 01 2010 10:43 Antares777 wrote:
Even though this map is four spawn - what do you think it is best suited for?
1v1?
or
2v2?

IMO 1v1.

i design all my maps for 1x1, who cares about 2x2 it will never be balanced or very interesting just like in sc1
Progamerpls no copy pasterino
Antares777
Profile Joined June 2010
United States1971 Posts
July 01 2010 02:16 GMT
#24
Yeah you're right.
I'm always wrong
R0YAL
Profile Blog Joined September 2009
United States1768 Posts
July 04 2010 08:05 GMT
#25
Controlling the Xel Naga towers on this map will be crucial! Siege tanks would be pretty powerful on this map, especially on the high ground outside the main and parked near the Xel Naga tower to harass the natural mineral line... wheww those 2 scenarios would cause some carnage! n_n
Also like the longer travel distances between mains
Absence of evidence is not evidence of absence.
TymerA
Profile Joined July 2010
Netherlands759 Posts
Last Edited: 2010-08-02 16:38:38
August 02 2010 16:16 GMT
#26
Wow, this is one of your best maps so far imho MorroW! great sc1 feeling to it. Also i really like the name, very easy to remember and just fits the map. Although i must say the high ground outside the Main bases might be a too great advantage for Siege tank containments imho.

Edit: perhaps a small ramp at natural?
nice.
koOma
Profile Joined March 2010
Norway462 Posts
August 02 2010 17:36 GMT
#27
'need more funk' but definitely looks to have potential
He wears a mask so when he dogs his face / Each and every race could absorb the bass /// ST_Life
Whiplash
Profile Blog Joined October 2008
United States2928 Posts
August 02 2010 18:44 GMT
#28
I really like it, looks like a great standard map to me.
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
imamwhat
Profile Joined April 2010
56 Posts
August 04 2010 13:25 GMT
#29
tanks will reak havic on the opponents base from the opponents natural
Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
August 04 2010 13:35 GMT
#30
The watchtowers make it faar to easy for terran to just position siegetanks and protect 3 bases at once from any sort of ground push. If you can walk on the bridges why not just put one watchtower in the middle rather than 1 for each base.

im probably arguing over the top though. Because terran first has to GET tanks there, and the map is designed against terran going fe. It will have to be tested.
"Mudkip"
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-08-04 14:14:15
August 04 2010 14:12 GMT
#31
well the xel tower is here more open are and flankable than the towers on lost temple, and lost temple gives u 6 bases instead of 3, i dont see what u guys r thinking atm ^^


On August 04 2010 22:25 imamwhat wrote:
tanks will reak havic on the opponents base from the opponents natural


just like stepps of war, but distance much farther .... its basically out in the open middle map to get in that pos so other races shouldnt allow that in the first place lol
Progamerpls no copy pasterino
Inkarnate
Profile Blog Joined April 2010
Canada840 Posts
August 04 2010 14:35 GMT
#32
I like it, only thing that sticks out is the amount/positioning of the watch towers. In my opinion they see too much. Not sure how to counter-act that, maybe just one in the middle with LOS blockers? Hard to say how much of an effect that would have, maybe you could just increase the scale of the map a bit more.

Just my thoughts!
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