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[M] Norse Map Pack

Forum Index > SC2 Maps & Custom Games
Post a Reply
imbecile
Profile Joined October 2009
563 Posts
October 18 2010 22:03 GMT
#1
Baelog's Crater
Melee, 1v1, 2v2, 3v3

+ Show Spoiler +

[image loading]
[image loading]


I'm curious whether be basic idea of the map, to have the starting bases close in the center, but the 2 big attack paths in the periphery, is a good one. With the recent reaper nerfs, I think this kind of map can become viable.

It should be noted that all spawns are always symmetrical.

Erik's Peak
Melee, 1v1

+ Show Spoiler +

[image loading]

[image loading]


This is a King of the Hill map. Either matches on here become major cheese fests, or very intense, but not overly long macro battle games.

Olaf's Fjord
Melee, 1v1

Coming soon.
yoplate
Profile Joined August 2010
United States332 Posts
October 19 2010 00:26 GMT
#2
The baelog crater map picture looks cut off for some reason. Eriks peak reminds me of scrap station, and it looks pretty cool.
BoomStevo
Profile Joined August 2010
United States332 Posts
October 19 2010 01:07 GMT
#3
With Baelog's Crater I'm having trouble seeing where the main is located. The analyzer image appears to be confused also.

With Erik's Peak, the main is so big and the natural is so far away, it does appear that cheese and 1-base plays will be more prevalent. You stated that is the kind of map you wanted it to be, but the rush distance appears to counter that. It looks like you have to go all the way around through the third to get to your opponent in the early game. I think making the main-to-main distance shorter would be better for the goal of your map.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
imbecile
Profile Joined October 2009
563 Posts
October 19 2010 07:11 GMT
#4
On October 19 2010 09:26 yoplate wrote:
The baelog crater map picture looks cut off for some reason. Eriks peak reminds me of scrap station, and it looks pretty cool.


Yes, BC looks cut off. The top letf and bottom right natural are right against the map edge. That might be somethign I will need to change, but I have seen Kespa Brodwar maps where this is the case too, so I'm not too worried about that. Looks ok and convincing in game, since the map edge is a cliff there.
imbecile
Profile Joined October 2009
563 Posts
October 19 2010 07:22 GMT
#5
On October 19 2010 10:07 BoomStevo wrote:
With Baelog's Crater I'm having trouble seeing where the main is located. The analyzer image appears to be confused also.

Sorry for that, first time I was using the analyzer. Will exchange the pic when i load up the 3rd map.


On October 19 2010 10:07 BoomStevo wrote:
With Erik's Peak, the main is so big and the natural is so far away, it does appear that cheese and 1-base plays will be more prevalent. You stated that is the kind of map you wanted it to be, but the rush distance appears to counter that. It looks like you have to go all the way around through the third to get to your opponent in the early game. I think making the main-to-main distance shorter would be better for the goal of your map.


Yes, the long distance was on purpose. It's about 1:30 from main to main. Gives you time to secure the choke at the natural/main, which allows you to control both bases quite easily, despite the far distance, until the two small rocks are down. By then both players should have ground and/or air armies large enough to become threats, and so need to vie for position on the 3 ground paths and worry for air/drops very much.
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