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[Map] (2) iCCup Obsidian Inferno by prodiG - Page 2

Forum Index > SC2 Maps & Custom Games
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Prev 1 2 3 4 Next All
Shron
Profile Joined March 2010
United States162 Posts
October 26 2010 23:57 GMT
#21
There needs to be a map like this without a bridge shortening the middle. I remember a few BW maps like this, but they all had the bridge. Besides, it isn't really balanced how you have it now. I can take a bunch of marauders for early pressure and FE vs a protoss at the same time because there's no chance of a stalker attack if I can backstab through the middle.
"I produced a lot of units and was given this award. I didn't know I produced so many units. Next season I will produce more units." - Nestea
Antares777
Profile Joined June 2010
United States1971 Posts
October 27 2010 00:13 GMT
#22
This is a great map ProdiG, I like the choked up bridge idea! This gives Zerg the option to ling run-by even towards later game, which beforehand was only possible in BW. Nice work!



I thought that you said once a week? Is it once a month now?
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
October 27 2010 00:18 GMT
#23
On October 27 2010 09:13 Antares777 wrote:
This is a great map ProdiG, I like the choked up bridge idea! This gives Zerg the option to ling run-by even towards later game, which beforehand was only possible in BW. Nice work!



I thought that you said once a week? Is it once a month now?

I took a break to work on my ladder skills, and with the addition of the TeamSix Mapmaking team I'm in no hurry to be cranking out maps. I'd much rather spend a month on a map testing the hell out of it than cranking out a million new maps and say "it's good, gogo"

ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Xapti
Profile Joined April 2010
Canada2473 Posts
October 27 2010 00:23 GMT
#24
There's no destructible rocks or islands it seems... think that's fair and/or diverse enough?

While zerg certainly doesn't have things easy in SC2, this map seems quite favorable to zerg due to the fact that they don't ever need to destroy rocks or build nydus worms to take lots of expansions.

Aside from that it looks rather nice.
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
Obscura.304
Profile Blog Joined September 2010
150 Posts
October 27 2010 01:01 GMT
#25
On October 27 2010 08:57 Shron wrote:
There needs to be a map like this without a bridge shortening the middle. I remember a few BW maps like this, but they all had the bridge. Besides, it isn't really balanced how you have it now. I can take a bunch of marauders for early pressure and FE vs a protoss at the same time because there's no chance of a stalker attack if I can backstab through the middle.

This. The fact that Protoss has no ranged unit that can take the "short path" is going to be utterly detrimental in both MUs. Meanwhile, the short path into the open natural totally shuts down any Protoss FE builds, especially vs. T, where the map just screams "3rax on me please!".
hayata2.0
Profile Joined January 2010
Canada655 Posts
Last Edited: 2010-10-27 01:12:03
October 27 2010 01:08 GMT
#26
Yeah, sure sentries aren't ranged units. And the short path should be super easy to forcefield if only small units can fit.

A Zealot/Sentry composition is pretty good, I mean, it does decently against MM and Hydra Ling.

One Hold-Position zealot should stop early zerglings through that thin bridge.
Obscura.304
Profile Blog Joined September 2010
150 Posts
October 27 2010 01:18 GMT
#27
On October 27 2010 10:08 hayata2.0 wrote:
Yeah, sure sentries aren't ranged units. And the short path should be super easy to forcefield if only small units can fit.

A Zealot/Sentry composition is pretty good, I mean, it does decently against MM and Hydra Ling.

One Hold-Position zealot should stop early zerglings through that thin bridge.

Ok, ranged units that are actually good for killing things. Sentries are nice, but most players are getting too many of them IMO- their health and DPS is total crap, and cute forcefields will only go so far if you can't actually kill your opponent's stuff.

Also, the only way to forcefield that path in time is if your army is pretty badly out of position for guarding the other path. On this map, you'll have to guard one path or the other, or play close to the Nexus- and the distance from Nexus to "short path choke" looks pretty damn long in these pics.
Gecko
Profile Joined August 2010
United States519 Posts
October 27 2010 02:03 GMT
#28
Its like scrap station with a defendable natural AKA scrap station done right
DarthXX
Profile Joined September 2010
Australia998 Posts
October 27 2010 04:32 GMT
#29
I have to say, I don't really like this map.

The fact that marauders can walk across the bridge is insane, they are easily, along with marines the most powerful unit that can traverse the bridge. On the other hand, Protoss completely shuts down any early zerg pressure but putting 1 zealot on the bridge, but get screwed later as stalkers have to take the long way (but marauders can go short.) I realise this can't be changed as it's to do with unit sizes, but just personally I feel if it can't be balanced well, it shouldn't be on the map.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
October 27 2010 05:02 GMT
#30
On October 27 2010 09:23 Xapti wrote:
There's no destructible rocks or islands it seems... think that's fair and/or diverse enough?

While zerg certainly doesn't have things easy in SC2, this map seems quite favorable to zerg due to the fact that they don't ever need to destroy rocks or build nydus worms to take lots of expansions.

Aside from that it looks rather nice.

I am personally not a fan of either and tend to avoid them whenever possible. Island expansions are tough to do because of the fact that Terran can lift to them so easily, which makes it difficult to balance around. If you add destructible buildings blocking it, there is a decent chance the island won't be used. Also, islands are tough to place on rotational symmetry maps because you need four (or one goofy one in the center) and a lot of my maps are rotational. That said, I may include islands in my future maps.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
hayata2.0
Profile Joined January 2010
Canada655 Posts
October 27 2010 05:09 GMT
#31
maybe put a mineral block that requires six workers to mine out.

a command center can load five SCVs, so you need to fly back and grab a sixth, or bring a dropship like the other races need to.
(otherwise you could research neosteel frame which is 100/100 like researching Overlord Drop)

Then you'll have an island which isn't terran-favoured, yet relatively easy to take once you have drop (just drop 8 workers!)
dezi
Profile Blog Joined April 2010
Germany1536 Posts
October 27 2010 06:54 GMT
#32
I don't like the current concept. Some of the beta layouts look much more interesting.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
October 27 2010 09:04 GMT
#33
On October 27 2010 15:54 dezi wrote:
I don't like the current concept. Some of the beta layouts look much more interesting.

...care to elaborate?
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
G_Wen
Profile Joined September 2009
Canada525 Posts
October 27 2010 14:30 GMT
#34
On October 27 2010 14:02 prodiG wrote:
Show nested quote +
On October 27 2010 09:23 Xapti wrote:
There's no destructible rocks or islands it seems... think that's fair and/or diverse enough?

While zerg certainly doesn't have things easy in SC2, this map seems quite favorable to zerg due to the fact that they don't ever need to destroy rocks or build nydus worms to take lots of expansions.

Aside from that it looks rather nice.

I am personally not a fan of either and tend to avoid them whenever possible. Island expansions are tough to do because of the fact that Terran can lift to them so easily, which makes it difficult to balance around. If you add destructible buildings blocking it, there is a decent chance the island won't be used. Also, islands are tough to place on rotational symmetry maps because you need four (or one goofy one in the center) and a lot of my maps are rotational. That said, I may include islands in my future maps.


You can just make it a semi-island on lowground with long walk distance protected by drocks. That way terran needs to scan to seige.

Monitor and I played a few games on it and the bridge leads to some pretty interesting thing in mirror matches, such as using 1 roach to block it from ling runbys ect..
ESV Mapmaking Team
TheMonkeyMon
Profile Joined September 2010
United States119 Posts
October 27 2010 21:59 GMT
#35
I'm skeptical of the bridge but since the rest of your work has been so exemplary I'm very excited to try it out. Downloading now.
Fitzhunt1
Profile Joined February 2010
United States169 Posts
October 27 2010 23:45 GMT
#36
Looks Amazing! Scrap station done right!
Blizzcon exclusive no donuts.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
October 28 2010 00:39 GMT
#37
On October 28 2010 06:59 TheMonkeyMon wrote:
I'm skeptical of the bridge but since the rest of your work has been so exemplary I'm very excited to try it out. Downloading now.

As I've said in the OP, the design is very experimental. I want to see how the Paranoid-Android style bridge works in Starcraft 2. Experimentation is key~
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
FlaShFTW
Profile Blog Joined February 2010
United States10402 Posts
October 28 2010 01:53 GMT
#38
I ABSOLUTELY LOVE IT!!! do u think that late game will fight for the high yield and the center bases???
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
October 28 2010 03:29 GMT
#39
On October 28 2010 10:53 FlaShFTW wrote:
I ABSOLUTELY LOVE IT!!! do u think that late game will fight for the high yield and the center bases???

That's kind of the idea, so I hope so ;D
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
WniO
Profile Blog Joined April 2010
United States2706 Posts
October 28 2010 04:12 GMT
#40
looks way to similar to scrap station but the details are top notch as usual
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