McCheese's Sc2 Map Thread - Page 4
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Skruttis
Sweden187 Posts
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McCheese
208 Posts
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Skruttis
Sweden187 Posts
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McCheese
208 Posts
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McCheese
208 Posts
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McCheese
208 Posts
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Skruttis
Sweden187 Posts
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McCheese
208 Posts
On July 23 2010 22:27 Skruttis wrote: Awesome! I got somewhat excited about you creating these maps, and also wanted to create some, but Editor complains about me not having the proper version? Anyway, i'll just have to enjoy your works instead =) Thanks! =D And that is weird. Unless you didn't play when the last patch came out and didn't update it... | ||
Skruttis
Sweden187 Posts
On July 23 2010 22:39 McCheese wrote: Thanks! =D And that is weird. Unless you didn't play when the last patch came out and didn't update it... I might did... But anyway, you should really check out MorroWs maps, just for some inspiration. =) | ||
McCheese
208 Posts
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McCheese
208 Posts
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GenesisX
Canada4267 Posts
Red Planet: Looks like fighting spirit, nat doesn't cover main, 3rd is easy to take though. Try rotating the towers 45 degrees so that a player doesn't have to take two of them to cover his entrance. Overgrown: Nat is too far from main (death for zerg players, but other races can expand safely by walling off), 3rd is easy to take... again. Not sure why theres another LOS blocker near the bottom of the map... Dusty: This one is better, and extra expos are really easy to take. Nothing too wrong with this map, but you may want to move the ramp so that it points to the expansion. Twisted Meadows: Looks surprisingly balanced, lol. | ||
McCheese
208 Posts
On August 07 2010 07:01 GenesisX wrote: Im gonna be as honest as possible: Red Planet: Looks like fighting spirit, nat doesn't cover main, 3rd is easy to take though. Try rotating the towers 45 degrees so that a player doesn't have to take two of them to cover his entrance. Overgrown: Nat is too far from main (death for zerg players, but other races can expand safely by walling off), 3rd is easy to take... again. Not sure why theres another LOS blocker near the bottom of the map... Dusty: This one is better, and extra expos are really easy to take. Nothing too wrong with this map, but you may want to move the ramp so that it points to the expansion. Twisted Meadows: Looks surprisingly balanced, lol. Thanks for all the feedback! thats what I want, truthful feedback. =] Thank you. | ||
McCheese
208 Posts
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DuneBug
United States668 Posts
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McCheese
208 Posts
On August 07 2010 14:33 DuneBug wrote: just a note if you isolate a gold expo with destructible rocks it's possible to get a T lifting off and moving and their opponent having no viable counter to that until the rocks are destroyed. Which map are you talking about? Twisted Meadows? | ||
McCheese
208 Posts
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McCheese
208 Posts
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McCheese
208 Posts
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FlaShFTW
United States10026 Posts
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