Map of the Month Organization - Page 16
Forum Index > SC2 Maps & Custom Games |
iGrok
United States5142 Posts
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SidianTheBard
United States2474 Posts
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EatThePath
United States3943 Posts
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NullCurrent
Sweden245 Posts
On February 23 2011 12:57 SidianTheBard wrote: Decided to go with Marshlands. Good games on that map. I could go into more detail on why I choose that as my vote, but I don't want to bore you all! :D Thanks! I think it would be good if you detailed to why, as other mappers might get some insight into what a good map is and isn't. Not to say that Marshlands is a perfect map, but apparently it has some good characteristics ![]() About the games, it was a bit fun to see people thinking rush distances were so long because it was large, and droned and droned and finally died ![]() But the most rewarding games were the macro variants. | ||
ihasaKAROT
Netherlands4730 Posts
![]() Not just the painting middle tho, its a very well balanced map, looks good and Ive played a few customs on them that I won ![]() good seconds for all the other maps, really close this time, reallly close. edit: neonights is a (4) player map in the poll, but its really a 2player map ![]() | ||
WniO
United States2706 Posts
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iGrok
United States5142 Posts
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Johanaz
Denmark363 Posts
About that backdoor choke:+ Show Spoiler + I´ve rewatched that Colossus run, and microed a Colossus ball through the choke a bunch of times: ![]() ![]() ![]() | ||
EatThePath
United States3943 Posts
![]() But I want to reiterate, all these maps are great, I wish they all could win! | ||
Meltage
Germany613 Posts
The iccup tv has so low quality I can't watch the beauty of the maps in fullscreen ;( I know I'm spoiled. btw, the first Marchlands replay in the pack was a disconnect or something. | ||
monitor
United States2403 Posts
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Meltage
Germany613 Posts
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pyrestrike
United States235 Posts
Can't wait to see who wins ![]() | ||
NullCurrent
Sweden245 Posts
On February 25 2011 04:04 pyrestrike wrote: Votes are so close! :O Can't wait to see who wins ![]() Hopefully they'll accept both maps into SCL ![]() (I have no idea if that is possible) | ||
SidianTheBard
United States2474 Posts
+ Show Spoiler + Flower: Main & Natural on the same level is something we haven't experimented with that much but I still don't like it. This also means proxy buildings will be harder to scout since you will have to scout your entire main as well as your nat because you don't have a ramp to fall back to to lose vision + have the advantage. Also, I just dislike the highground in the main. It's a very cool feature but I feel having that will allow people to drop units up there then have the high ground advantage to have a place to fall back to. Think about terran dropping 4 marines and a tank up there and being able to say build a bunker up there. Tough stuff to deal with. :x Neonights: I like the main, natural and the 3rd. I would prefer if there weren't rocks to the third so if zerg has to get a quick third they wouldn't have to worry about breaking down those rocks to defend it easily. I think the middle is too tough for zerg especially since getting their gold will be almost impossible due to terran/toss taking over the base above the gold then raining hell down. This pretty much forces zerg to take the blue base before the gold which then would be very hard to defend. I think without the rocks and switching up the middle bases would make me like this map a lot more. Ptolemy: I absolutely hate the placement of the watchtowers. They give way too much vision to the defender. Suddenly if you have a unit placed at that watchtower you only have to worry about the 2 narrow chokes by your 3rd which is just too great for terran units and collosus/storm. Also, maybe this is just me but I dislike how to get a 4th you have to go into another base. I feel like there should be a 4th in the middle someplace. Seems this map pretty much forces you to 3 base (which is good because 3 base is fine) but it seems if you try to get 4 bases you will have to be so spread out that it will be hard to defend. (then again, maybe that's why the watchtowers are placed where they are to make it easier to defend..hmm?) Mud Rock: Originally when this map got posted I loved it, I thought the colors in it where amazing and the layout overall was great as well. But after closer inspection I feel the middle needs to be reworked. I don't see the golds ever getting used because defending them would be extremely difficult. At most I see this getting up to 4 base with no one using the golds. Then again I didn't see all the games on this map so maybe I am wrong, but just overall. Also monitor mentioned in (can't recall if it was here or another thread) but a ton of the main is siegeable. What if a terran turtles up on next to the side of your base. They could do soooo much damage and then you would have to encounter then through the tight choke that follows the sides of your base. Marshlands: First off, let me just say that I think 4 player maps make better 1v1 maps then 2 player maps. I like the variation that can be played depending on where you spawn. Cross positions tend to be more macro games where horizontal/vertical positions can be macro games but can also be 1 or 2 base play (more so then cross anyway). I actually enjoy that the whole map is on a 45 degree (like metalopolis etc etc) because I think that makes it look better. My only problem with this map is (and it's tough to do with a 4 player map) is that if you spawn at 4 and 6 and say you are zerg you then have to break down the rocks to quickly expand to a 3rd. That is one of the major downsides with 4 player maps. I like the positions on where the 3rd bases are but I dislike how hard it would be to get a 3rd if you spawn at said positions because you either take time breaking down rocks or expand to the middle of the map. I enjoy the middle with the watchtowers but I also like that if you go the back ways you won't get catch by the towers.I also enjoyed the games that I saw that were played on this map because it usually ended up being much longer, macro games with lots of harass. Overall: It come between Mud Rock and Marshlands for me, Mud Rock I think looks better where as Marshlands plays better. Now obviously for which map to vote on I went for the one that plays better because that's what matters. Hmmm...maybe if Marshlands had the look of Mud Rock..... Sorry for the long post, but you asked for here, so enjoy! :D | ||
forelmashi
421 Posts
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NullCurrent
Sweden245 Posts
On February 25 2011 05:18 SidianTheBard wrote: Hmmm...maybe if Marshlands had the look of Mud Rock..... Interesting suggestion... ![]() If I had the time, I might try to do something like that just for fun. Sadly because of upcoming exams I won't have the time ![]() PS. Thanks for the good read! PPS. Thank you all, and keep voting for Marshlands! ![]() | ||
BoomStevo
United States332 Posts
On February 25 2011 05:25 forelmashi wrote: where is the poll :S It's in the original post at the top of the first page. | ||
dezi
![]()
Germany1536 Posts
Flower I like this one because of its innovative ideas and design. Still would like to see some more doodads and maybe some natural cliffs mixed in. The overall design and lightning is baller (even if it got pixelated on the stream). I also like the fact the main and nat are on the same cliff level (but i would like to see the small high ground to defend the choke between the both tuned down in size). MotM#2 Tourney Final Game 5 showed the map favors one base play (short rush distance nat 2 nat and long main 2 nat distance). It even gets worse once you try to grab a 3rd and move out (this way beeing even closer to your opponent). Ptolemy I'm not a big fan of that kinda secured back-nats but the bigger main ramp makes up for this. The tourney showed us that the map still was played very aggressive (due to this different ramp style) and brought us some quite interesting games. But i don't like the layout once you leave your main. The bridges are way to good for FF or Tanks (and longer way around to the 3rd becomes useless because you are already at 2 bases once you move there). So this map has the same problem as Crevasse from the GSTL but here the flank options are even more limited and the 3rd is way more secure (further away from the ramp). I also don't see how you ever gonna take and hold a 4th on this map (if you aren't already way ahead). But that's a problem of all rotational maps. My last concern: where's the reaper love ![]() Neonights The texture and doodad job is very sweet on this one (hope we see some more maps featuring this custom tileset ![]() Mud Rock Darn, the map looks so good in the pictures but ingame it just hurts my eyes. Beside of this fact i like nearly everything (the layout, the XWT placement, the clean doodad work, the gameflow the map features). Marshlands This map really allows to take more than 3 bases you can hold regardless of the spawn positions but maybe the rush distances on close position and the layout of the nats (it's very hard to create a wall) favor rushes. Some also suggested to slightly decrease the map size but i'm not quite sure 'bout this. With slightly reworked nats and maybe smaller backdoor ramps this is a killer and LT really looks dull compared to it (close posi LT > dumb game, close posi Marshlands > wanna macro? go ahead). My vote still goes to Neonights because with just small changes i think this map could turn into the best of all 5 but at least all maps are very good and i'm already very excited to see the maps in march :D | ||
Johanaz
Denmark363 Posts
On February 25 2011 07:19 dezi wrote: Mud Rock + Show Spoiler + Darn, the map looks so good in the pictures but ingame it just hurts my eyes. Beside of this fact i like nearly everything (the layout, the XWT placement, the clean doodad work, the gameflow the map features). Thanks. Have u seen the map ingame after I dimmed the lighting? | ||
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