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[M]Princess Fortress II by SUPEROUMAN - Page 2

Forum Index > SC2 Maps & Custom Games
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Amadi
Profile Joined September 2010
Finland139 Posts
October 14 2010 15:57 GMT
#21
Islands with five minerals is bad. REALLY bad. It does.. Nothing. Five minerals is enough for the worker that is building the CC to gather. I mean, if you can get a drone there, you can just take the 5 minerals and build the hatchery. Same with probes. Same with SCVs. It makes no real difference whatsoever.

The corner in the mains with sightblockers seems just too forced. I never really liked it on Metalopolis, and I don't like it here either.

Are the reaper climbing stairs wide enough to drop a tank to? Because if so, that can be really really really annoying.

Four islands might be too much. I don't think any map has that many.

Apart from those things, though, this looks really good. It feels open enough to actually fight in, with quite a few attack paths when people are taking their thirds. I really dislike the prominence of the islands, though, as it really promotes air superiority a lot. You can effectively ignore the slightly risky middle completely by just taking a few island expansions instead.
Superouman
Profile Blog Joined August 2007
France2195 Posts
October 14 2010 16:07 GMT
#22
The 5mineral block is supposed to prevent the command center to land, nothing more. I didn't know that orbital commands can unload units in air.
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
dezi
Profile Blog Joined April 2010
Germany1536 Posts
October 14 2010 16:13 GMT
#23
Way better then the first version. Nothing more to say.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
dimfish
Profile Blog Joined February 2010
United States663 Posts
October 14 2010 16:27 GMT
#24
Dude, its so much bigger than before: the middle plateaus look like a really nice size for action. I think what I really like about this map is that the layout is so simple and effective, nice map!

Also, I like that hex-cluster of decoration buildings in SW, caught my eye
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
October 14 2010 16:38 GMT
#25
I can see how much time you put in the textures and the looks generally but I liked the one before a lot more

But yeah, the map's still solid and one of the really good maps out there. Just not a fan of those islands.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
danson
Profile Joined April 2010
United States689 Posts
October 14 2010 17:12 GMT
#26
i think people are confusing orbital command with the word command center... orbitals cant load units?
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
October 14 2010 18:40 GMT
#27
Beautiful! The design is awesome!
Treatin' fools since '87
BoomStevo
Profile Joined August 2010
United States332 Posts
October 14 2010 19:05 GMT
#28
It looks like the mineral patches on the thirds and islands are pushed up against the edges of the cliffs. Why is this? You need to make sure there is room for MULEs to get around and not get stuck as sometimes they get spawned behind the minerals. It also may make defending against air more difficult.

Also, it's very brown...
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
Uranium
Profile Blog Joined May 2010
United States1077 Posts
October 14 2010 19:09 GMT
#29
The area in front of your nat concerns me very much, getting out of a contain is going to be hard as hell if your opponent has tanks on those ramps. U could plant 4 tanks on each side of the central path (on top of the ramps) and they would all be able to cover each other and all 3 exits from your base.
"Sentry imba! You see? YOU SEE??!!" - Sen | "Marauder die die!" - oGsMC | "Oh my god, she texted me back!" - Day[9]
burningDog
Profile Joined September 2010
Netherlands59 Posts
October 14 2010 19:21 GMT
#30
Looks nice (I don't mind the brownness).

Only thing is: the watchtowers only give you sight of the plateau they're on. You can already see about half of that (I guess) if you expand there. And if you do, you're likely to keep atleast some of your forces on the ramp to defend. So you already know what's coming through there. Maybe move the towers a bit so 1 tower covers 2 paths or something?
tofucake
Profile Blog Joined October 2009
Hyrule19035 Posts
October 14 2010 20:41 GMT
#31
WHY IS THE MAP TEAM OBSESSED WITH SWASITKAS?!

On a different note, I keep expecting Princess Fortress to be very pink.
Liquipediaasante sana squash banana
Amadi
Profile Joined September 2010
Finland139 Posts
October 14 2010 20:52 GMT
#32
On October 15 2010 05:41 tofucake wrote:
WHY IS THE MAP TEAM OBSESSED WITH SWASITKAS?!


Why is everyone commenting on the maps intentionally searching for them?
Superouman
Profile Blog Joined August 2007
France2195 Posts
Last Edited: 2010-10-14 20:59:53
October 14 2010 20:59 GMT
#33
On October 15 2010 04:05 BoomStevo wrote:
It looks like the mineral patches on the thirds and islands are pushed up against the edges of the cliffs. Why is this? You need to make sure there is room for MULEs to get around and not get stuck as sometimes they get spawned behind the minerals. It also may make defending against air more difficult.

Also, it's very brown...

They can't spawn behind the minerals, i put some "no pathing" layer thing.

On October 15 2010 04:09 Uranium wrote:
The area in front of your nat concerns me very much, getting out of a contain is going to be hard as hell if your opponent has tanks on those ramps. U could plant 4 tanks on each side of the central path (on top of the ramps) and they would all be able to cover each other and all 3 exits from your base.

That means his forces are split in 2 so you can force easily one side and then he loses half of his army and you lose nearly anything.


On October 15 2010 04:21 burningDog wrote:
Looks nice (I don't mind the brownness).

Only thing is: the watchtowers only give you sight of the plateau they're on. You can already see about half of that (I guess) if you expand there. And if you do, you're likely to keep atleast some of your forces on the ramp to defend. So you already know what's coming through there. Maybe move the towers a bit so 1 tower covers 2 paths or something?

You can still put some units on the towers far away from your base.

On October 15 2010 05:41 tofucake wrote:
WHY IS THE MAP TEAM OBSESSED WITH SWASITKAS?!

WHY ARE PEOPLE OBSESSED WITH SWASTIKAS?!

I'm really getting tired of all these people saying "SWASTICA SWASTICA SWASTICA", This map has a rotational symetry so there is something like 90% that there will be a swastica. This is even the Buddhist swastica, not the nazi one. Are you going to die because you can see a swastica?




Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
Meta
Profile Blog Joined June 2003
United States6225 Posts
October 14 2010 21:02 GMT
#34
I think the islands would be fine without the mineral patches. I for one want to see some maps with favorable terran expansions, especially after this most recent patch.

Other than that I love the map. Definitely an upgrade from version one.
good vibes only
tofucake
Profile Blog Joined October 2009
Hyrule19035 Posts
October 14 2010 21:44 GMT
#35
On October 15 2010 05:59 Superouman wrote:
Show nested quote +
On October 15 2010 05:41 tofucake wrote:
WHY IS THE MAP TEAM OBSESSED WITH SWASITKAS?!

WHY ARE PEOPLE OBSESSED WITH SWASTIKAS?!

I'm really getting tired of all these people saying "SWASTICA SWASTICA SWASTICA", This map has a rotational symetry so there is something like 90% that there will be a swastica. This is even the Buddhist swastica, not the nazi one. Are you going to die because you can see a swastica?
No, I'm just ripping on you.
Liquipediaasante sana squash banana
Nub4ever
Profile Blog Joined October 2009
Canada1981 Posts
October 14 2010 22:42 GMT
#36
Is it me or is this map still kinda cramped and going through the center is still damn close to suicide? Or am I just looking at it wrong/bad preception of space :O
Dota 3hard5me
Antares777
Profile Joined June 2010
United States1971 Posts
October 14 2010 22:53 GMT
#37
This is a much better version of Princess Fortress. Nice job. BTW I hated the other one.
theqat
Profile Blog Joined March 2008
United States2856 Posts
October 14 2010 23:25 GMT
#38
Superouman, I love your maps and I think this might be the best one yet. I hope some tournaments take it up!
silverbolt
Profile Joined October 2010
United States17 Posts
October 15 2010 09:47 GMT
#39
This may seem like a silly question but based on the size of the map I think this map is a 2v2 map right? If this map could do a 1v1 I would imagine that the distances would force very little action in the beginning due to the large rush distance.
Enigma_Nova
Profile Joined October 2010
Australia21 Posts
October 15 2010 12:20 GMT
#40
Looks a bit imba in favor of protoss because of how easy it is to blink up and down ledges, micro colossi, and the big open areas which protoss love to fight in.
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