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[Map] Black Rainbow - Page 3

Forum Index > SC2 Maps & Custom Games
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Prev 1 2 3 All
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
July 04 2010 01:45 GMT
#41
On July 04 2010 08:31 Rkie wrote:
this map seems fine, just if you are going to create an elevated natural, have the ramp inside the main like Colosseum II, or fast expanding wont be possible at all. (i think this is the "why" that you want)


I don't think he was trying to go for a Colo2 map style at all really with the natural...
GenesisX
Profile Blog Joined February 2010
Canada4267 Posts
July 04 2010 02:37 GMT
#42
Umm... Theres no natural...
(jk read your post)
Bad idea to make the natural not cover the main. It's too hard to take. Revert back to original naturals!
133 221 333 123 111
Jovian
Profile Joined June 2010
United States39 Posts
July 04 2010 06:21 GMT
#43
On July 04 2010 02:35 SichuanPanda wrote:
Edit: Jovian, this is why Zerg has Nydus Worms.


Uh - You dont have access to Nydus when you do a 14/15 hatch expand... I am saying in the early game it would be damn near impossible to defend the 'natural' expo because of the distance.
SC2Phoenix
Profile Blog Joined June 2009
Canada2814 Posts
July 04 2010 06:25 GMT
#44
I like the natural idea. Its somthing different atleast.
Who the fuck has a family of fucking trees? This song is so god damn stupid. Fuck you song, fuck you and your stupid trees. -itmeJP
R0YAL
Profile Blog Joined September 2009
United States1768 Posts
July 04 2010 07:01 GMT
#45
On July 03 2010 10:17 MorroW wrote:
just because its hard to defend and sticks out of the ordinary doesnt mean its not suitable, if u wanna say what u think i wanna hear a reason why other than "other maps dont look like that". in sc1 they couldnt be designed like this but who says sc2 is anything the same

i look at scrap station, blistering sands, kulas ravine, do u consider these maps to be suitable for high level play? because i dont see them being any different from this

I agree with you 100% and thats why i think you should keep the natural as is. There needs to be a variety of styles of maps to help tailor new strategies. Different maps call for different strategies, dont just do the same strat on every map and if a certain strat doesnt work on a specific map, that doesnt make it an imbalanced map. You just need to play it out and find out what works best in what circumstances. Use the terrain to your advantage! It would be boring and redundant to remake the same map over and over again. +1 for creativity
Absence of evidence is not evidence of absence.
dennisvreyes
Profile Blog Joined June 2010
175 Posts
July 04 2010 07:09 GMT
#46
perhaps you could make the entrances to both the main and natural closer (angled) to each other, that way all races can defend both bases while maintaining the uniqueness of the outside natural.
the natural is clever as it can produce creative gameplay. tanks are always a problem anywhere, but a shared entry point will give PZ chance to close up both bases well. interested to see 2 or 3 queens and creep expand. or Colo defense of high ground.
i agree, let the map play out first, do make changes after credible amount of games has aready been played and fix imbas.
Deleted User 39582
Profile Joined August 2008
317 Posts
July 04 2010 07:55 GMT
#47
I really like it. Kind of reminds me of Outsider, without the minerals around the edge
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-07-15 22:04:00
July 15 2010 21:29 GMT
#48
Version 1.1
- Made the natural ramp that looks out to middle a little smaller
- Added a destructible debris (2k hp) on the large natural ramp
- Made the watch tower areas longer but tighter.
- Ramp to watch towers are smaller
- Added a gold expansion on the side of the watch tower cliff

will add some images links within shortly let me know what u think, natural should be alot easier to defend now but still hard enough to be a cool part of the early stages

edit: added some image links
Progamerpls no copy pasterino
OpRaider
Profile Blog Joined April 2010
United States307 Posts
July 22 2010 20:20 GMT
#49
looks good !
it is what it is -day9 airplane story
EccoEcco
Profile Joined May 2010
United States61 Posts
Last Edited: 2010-07-22 20:47:23
July 22 2010 20:46 GMT
#50
I like the separation on the "natural". I think semi-homogenous design was good for the beta, but it will be really nice to have maps that foster creativity by introducing new limitations when the real meta game starts to take shape.

Sure it might start out with some imbalanced match-ups, but I'd rather see the specifics of that imbalance play out and get addressed than say "its too different to be worth trying".

[Edited for spellink]
There is a reward for losing: an opportunity to learn and improve.
MorroW
Profile Joined August 2008
Sweden3522 Posts
August 02 2010 15:27 GMT
#51
Map is officially published to the Europe server. I will try to get some of the maps up on US but it will take some time.
Read more about how to download the map.
Progamerpls no copy pasterino
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