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[map] Ice Wastes -madsquare - Page 2

Forum Index > SC2 Maps & Custom Games
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Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-11-30 20:35:24
November 30 2010 20:32 GMT
#21
--- Nuked ---
G_Wen
Profile Joined September 2009
Canada525 Posts
November 30 2010 21:08 GMT
#22
Decent map, a bit normal but that's fine. I really like the overall cold feeling, you captured the Ice tileset very well. Crystals on the natural cliff can use a bit of work though.
ESV Mapmaking Team
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
November 30 2010 23:06 GMT
#23
Can tanks shoot over the cliff outside the natural and hit the command center?
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
bakedace
Profile Blog Joined March 2010
United States672 Posts
November 30 2010 23:08 GMT
#24
this is just like return of the king but with elevated ground above the natural and no minerals in base.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
November 30 2010 23:40 GMT
#25
Analyzer pics? Rush distance seems quite short when i just can judge by the picture with the 128x128 size in mind ^^
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
BoomStevo
Profile Joined August 2010
United States332 Posts
December 01 2010 00:04 GMT
#26
On December 01 2010 08:06 prodiG wrote:
Can tanks shoot over the cliff outside the natural and hit the command center?

Just from the images I can tell that it won't be able to hit a CC placed at the natural but it looks like they will hit the geysers.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
Retgery
Profile Joined August 2010
Canada1229 Posts
December 01 2010 00:06 GMT
#27
I think those towers cover to much of the map, maybe getting rid of 2 of them and, merging two of those centre platforms together
Fall down 7 times, stand up 8.
Madsquare
Profile Joined April 2010
Germany157 Posts
Last Edited: 2010-12-01 15:15:13
December 01 2010 15:13 GMT
#28
Added analayzer screens as requested (see OP). Summary:
Avg Openess: 4.30
Cross positions rush distance: 139.4 main main -- 120.0 nat-nat
Noncross positions rush distance: 115.9 main main -- 89.4 nat-nat

On December 01 2010 08:06 prodiG wrote:
Can tanks shoot over the cliff outside the natural and hit the command center?

They can reach both geysers, but not the minerals (actually they can, but not the miners) and neither the CC/Hatch/Nexus.
I wanted to keep that danger area outside the natural cliff, but a light version of it. I think that went pretty well.

On December 01 2010 06:08 G_Wen wrote:
Crystals on the natural cliff can use a bit of work though.

Can you be more exact? Maybe even a suggestion?



Thanks for the responses! Dont let go

madsquare
I do not obey any norms. I redefine standard with every thought I make.
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
December 01 2010 16:33 GMT
#29
I can't really measure it very well just from that picture, but it seems hard to get into the natural vs a Terran with tanks on the high ground. If that's the case you should definitly do something there. I like the high ground in the main. I agree about the towers that they're covering too much of the map. Maybe change it to one tower in the middle with slightly extended range. Oh and maybe use some other doodads besides those crystals. Looks kinda boring that way.

Good work overall.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
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