Don't know what i feel about the nat changes, didn't get to test too much on the old one. i'll prob have time on monday when i get my computer.
Mins in the mid looks good will comment after more games.
Forum Index > SC2 Maps & Custom Games |
G_Wen
Canada525 Posts
Don't know what i feel about the nat changes, didn't get to test too much on the old one. i'll prob have time on monday when i get my computer. Mins in the mid looks good will comment after more games. | ||
prodiG
Canada2016 Posts
EDIT: No complaints on the rest of the map and the above is purely speculation so disregard if you've tested the hell out of it | ||
TrueZerG
43 Posts
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BoomStevo
United States332 Posts
On December 18 2010 10:35 G_Wen wrote: I'm with wnio on this one, i like the old middle better. if you don't want to open it up too much you can use los blockers. I've always thought of them as "soft walls". Don't know what i feel about the nat changes, didn't get to test too much on the old one. i'll prob have time on monday when i get my computer. Mins in the mid looks good will comment after more games. I like the idea of using LOS blockers to break up the open center. I'm going to try that. On December 18 2010 10:52 prodiG wrote: I like the current version a lot better, but like some people were saying the high ground near the natural is very exploitable, especially in it's current iteration. I've tested this a lot on my map Starchild and it's pretty important to put something to deter that sort of play (ie a destructible rock). You can make this rock low hp/armor but it the way it is just doesn't quite work in my experience. Also, how wide is the smallest point up there? It looks like you might be able to wall it in with a single bunker, and if you can do that then simply dropping a tank, scv and some marines up there would be brutal. Is this possible? EDIT: No complaints on the rest of the map and the above is purely speculation so disregard if you've tested the hell out of it I'd like to test the natural cliff more than it has been. The jury is still out. A bunker doesn't wall it off where it is smallest, but there isn't much more room. I could make the smaller section unbuildable if it proves to be a problem. | ||
BuuGhost
Netherlands340 Posts
Other than that i really think the ledge of the natural will be really problematic. But i have no suggestions to improve it. | ||
klmklm17
Canada85 Posts
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G_Wen
Canada525 Posts
Edit: Published on EU as Leviathan 1.2. Ugh transmitting archive file failed about 5 times, why can't Bnet 0.2 just work... | ||
BoomStevo
United States332 Posts
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baskerville
541 Posts
On December 18 2010 10:52 prodiG wrote: I like the current version a lot better, but like some people were saying the high ground near the natural is very exploitable, especially in it's current iteration. I've tested this a lot on my map Starchild and it's pretty important to put something to deter that sort of play (ie a destructible rock). You can make this rock low hp/armor but it the way it is just doesn't quite work in my experience. Also, how wide is the smallest point up there? It looks like you might be able to wall it in with a single bunker, and if you can do that then simply dropping a tank, scv and some marines up there would be brutal. Is this possible? EDIT: No complaints on the rest of the map and the above is purely speculation so disregard if you've tested the hell out of it " ...low hp/armor but it the way it is just doesn't quite work" The use of low hp dr is wicked... (3 or 4 low hp and 1 or 2 regular for a block off (requiring extra player apm / strategy) instead of just 1 unit to have to work on is the way of the Gosu mapmaker..! + Show Spoiler + hilarity all around | ||
uberon
United States5 Posts
The only change I would make is adding rocks to the ramp that leads to the corridors on each side of the map. | ||
dezi
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Germany1536 Posts
![]() If you feel the cliff above the nat is to exploitable just make some parts of it unpathable and lower the surface area (and fill it with doodads like you nicely did on the rest of the map) (are those LoSB brushes beneath the stones Oo). | ||
Squirrelly.Zerg
United States20 Posts
Then again that goes for Zerg expanding into a safe cozy Rich early on. | ||
HollowLord
United States3862 Posts
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Whiplash
United States2928 Posts
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BoomStevo
United States332 Posts
On December 29 2010 07:17 Whiplash wrote: How long is the walk distance between the bases in comparison to maps like shakuras and stepes of war The distance from main to main is similar to Shakuras Plateau cross positions (about 35 seconds). | ||
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