(2) Mango [non-competition]
(2) Legend [map concept]
(4) Corruption [competition]
Let me know what you think of them, particularly Legend.
Forum Index > SC2 Maps & Custom Games |
monitor
United States2404 Posts
(2) Mango [non-competition] (2) Legend [map concept] (4) Corruption [competition] Let me know what you think of them, particularly Legend. | ||
dezi
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Germany1536 Posts
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Phried
Canada147 Posts
Off-topic: I'm a little curious, what separates competition maps from non competition maps? Are competition maps intended for competitive, submitted to map making competitions, currently played in competitions or something else? | ||
dezi
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Germany1536 Posts
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SidianTheBard
United States2474 Posts
Also, if you keep it your way make sure you can't get vision into the main from sitting up on that gold high ground. ![]() ![]() | ||
monitor
United States2404 Posts
You're working outside of your map proportions Heh... I'm actually working on that thread now, going to rewrite some stuff. I like Legend. I think it's a cool concept and reminds me of Brood War maps (can't put my finger on why). Off-topic: I'm a little curious, what separates competition maps from non competition maps? Are competition maps intended for competitive, submitted to map making competitions, currently played in competitions or something else? Thanks! Non-competition maps are maps that aren't good enough to be played in competitive games- the competition maps are either currently being used, or are intended to be used. Non-competition often lack in terms of layout (expo) or paths which lead to a dull gameplay or they are experimental maps (style/layout/...). Yeah, but they are really good for learning and trying out ideas. On August 11 2011 07:41 SidianTheBard wrote: I think this would be cool for Legend. Put the gold on the low ground closer to your main so if you want to be more aggressive you could take that but it would also open you up a lot more. Make the higher ground where the gold is smaller...not sure if you'd want to add anything up on it though? Also, if you keep it your way make sure you can't get vision into the main from sitting up on that gold high ground. ![]() ![]() That would be cool... my reason I don't want it against the main is because it wouldn't be used as a 5th base leading off of the 4th in the corner. I will move the gold closer to the main so you can take it as an aggressive base, but it can't be quite that close. | ||
monitor
United States2404 Posts
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NewSunshine
United States5938 Posts
Oh and, uh, Legend. How prophetic. :p | ||
monitor
United States2404 Posts
(4) - Greenery [placeholder name] ![]() | ||
Aunvilgod
2653 Posts
On May 06 2012 03:21 monitor wrote: OP Updated with a new work in progress: (4) - Greenery [placeholder name] + Show Spoiler + ![]() Don´t you think this would lead to too many turtle-games? If for example terrans have a few tanks and marines on that highground there is pretty much nothing your opponent can do to do damage. What would you think about making the center a highground to make the defenders advantage smaller? | ||
monitor
United States2404 Posts
On May 06 2012 03:44 Aunvilgod wrote: Show nested quote + On May 06 2012 03:21 monitor wrote: OP Updated with a new work in progress: (4) - Greenery [placeholder name] + Show Spoiler + ![]() Don´t you think this would lead to too many turtle-games? If for example terrans have a few tanks and marines on that highground there is pretty much nothing your opponent can do to do damage. What would you think about making the center a highground to make the defenders advantage smaller? Possibly. I played some test games and they wen't alright, but the cliff above the nat was really annoying and the third is pretty turtley. Right now I'm just going to keep testing and refine it. I'm not happy with the gameplay as it is. | ||
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