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[M] (3) ESV Testbug - Page 9

Forum Index > SC2 Maps & Custom Games
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Prev 1 7 8 9 All
lost_artz
Profile Joined January 2012
United States366 Posts
October 23 2012 18:48 GMT
#161
I'd love to see a V2.0 of this map. There simply aren't any 3p maps in circulation which is a shame as it really forces players to think different about how they play out the game simply because the map isn't mirrored.
Fatam
Profile Joined June 2012
1986 Posts
October 23 2012 21:35 GMT
#162
I think 3p maps are difficult to do right. Making the 3 sides be symmetrical yet having no cardinal ramps is probably quite hard, and it's actually impossible to have symmetrical airspace inbetween the bases, there will always be 1 of the 3 airspaces that is different than the other 2. Neither is a huge deal, but it doesn't help. Plus the actual making of the map requires more effort than the normal copy + "/" + "/" + paste of a 2p rotational
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
Balosaar
Profile Joined August 2012
United States35 Posts
October 23 2012 21:47 GMT
#163
I was just restarted this thread because I am unable to find it. Was it removed from b.net or what? I can find it in the arcade but they are kind of unplayable because they have some bot program or something in them. I wanted to play look at, and play the 'testbug' that was used in tournaments.
2014 WCS Champion StarTale Life ... Best Zerg of Heart of the Swarm
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
October 23 2012 21:50 GMT
#164
On October 24 2012 06:35 Fatam wrote:
I think 3p maps are difficult to do right. Making the 3 sides be symmetrical yet having no cardinal ramps is probably quite hard, and it's actually impossible to have symmetrical airspace inbetween the bases, there will always be 1 of the 3 airspaces that is different than the other 2. Neither is a huge deal, but it doesn't help. Plus the actual making of the map requires more effort than the normal copy + "/" + "/" + paste of a 2p rotational

I've realized that cardinal ramps are actually fine as long as you know what you're doing, since it's possible to use doodads and pathing/building blocked tiles to allow them to be walled properly - see this map by Superouman for an example.
vibeo gane,
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
October 24 2012 07:54 GMT
#165
On October 24 2012 06:35 Fatam wrote:
I think 3p maps are difficult to do right. Making the 3 sides be symmetrical yet having no cardinal ramps is probably quite hard, and it's actually impossible to have symmetrical airspace inbetween the bases, there will always be 1 of the 3 airspaces that is different than the other 2. Neither is a huge deal, but it doesn't help. Plus the actual making of the map requires more effort than the normal copy + "/" + "/" + paste of a 2p rotational
Apart from that, there are obvious arguments against radial symmetry in general. Personally, I am not quickly a fan of more than 2 player maps for a couple of reasons:

- 3 player maps have their obvious disadvantages.
- 4 player maps that aren't radially symmetric are difficult to make all spawns.
- radially symmetric maps have their obvious disadvantages of course

However, the point that is often overlooked is that a more than 2 player map features unused mains, this basically invariably means that you can get access to 2 bases by walling of one choke, I'm not a fan of that kind of play in general.

The rules of which bases are good mains and which bases are good expansions are completely different, mains are mains, not expansions, by using a 4 player map you relegate some mains to dual serve as expansions which is difficult to balance since you have to balance them for both uses.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
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