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[M] Dark Colossus - Page 2

Forum Index > SC2 Maps & Custom Games
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LunarC
Profile Blog Joined October 2009
United States1186 Posts
Last Edited: 2010-12-11 00:53:30
December 11 2010 00:52 GMT
#21
On December 11 2010 09:41 Barrin wrote:
I understand why you didn't really do #1 and I think what you did instead is okay ^_^

I like your interpretation of #2 & #4

Your change related to #3 is not preferable IMO but I probably understand why you didn't do it the way I said Your way is fine

As for the #5 LoS blocker thing I was thinking more that the Los Blockers would sorta hug the base instead of sorta hug whatever was attacking it, but its pretty tiny and no big deal really

There's only a handful of tiles that I would change now, nothing really big at all. I don't feel it's really necessary to change anything pending a lot more testing, which is a good place to be IMO. Very good ^_^

1. I tried to make changes that reflected the essence of what you said, which was basically "Lessen the area your army needs to influence to defend the third."

2. The chokes were definitely needed, so I implemented most of what you suggested for 2 in some form.

3. I widen the natural choke like this in lieu of the first poster's suggestion of making defenses placed on the high ground in the natural be more accessible to ground units with spotters. Also, this makes the main ramp harder to access from the natural choke.

4. Did I implement 4? I pushed the terrain in the opposite directions of what you suggested for the sake of making the corner bases more easily defendable. I thought you'd take offense or something.

5. I wanted the LOS blockers to be more in tune with the defender, so I would need to constrict the sight radius of the attacker, thus the arc outwards instead of inwards. Kinda counter intuitive, but that was my reasoning.

Thanks for your help. It was nice getting some substantial feedback from a talented mapper like yourself. :D
REEBUH!!!
Sirion
Profile Joined August 2010
131 Posts
December 11 2010 09:49 GMT
#22
I like version 0.6, I have hardly any comments to make. The only thing that came to mind is that you could try to exchange mineral and gas positions in the corner bases, because to me the workers on the mineral line feel slightly exposed. I probably should really play the map now
imyzhang
Profile Blog Joined March 2010
Canada809 Posts
December 11 2010 10:11 GMT
#23
i'd play this map =] it looks pretty balanced, and very straight forward to play on.
bleh
Liquid_Adun
Profile Joined December 2010
Canada205 Posts
December 17 2010 02:31 GMT
#24
Theres something inherent about this map that screams imba protoss, not that im complaining, lol. Do you get a bonus for making colossus on this map lol.

Map looks great, thanks for your hard work, Adun
I have returned.
Polatrite
Profile Joined August 2010
United States135 Posts
December 17 2010 21:53 GMT
#25
Thanks to LunarC for giving PolaCup #1 permission to use this fantastic map!
I'm not going to cut my hair any time soon. I'm gonna let it grow out - I'm gonna become a shag monster. Shaggy monster, I guess, is what I should have said. I will ALSO be a shag monster. day[9] the shag monster, who plays both games and girls *snap*
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