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[M] Ashen Sands - Page 2

Forum Index > SC2 Maps & Custom Games
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Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2011-02-05 00:06:26
February 05 2011 00:04 GMT
#21
@@ Akill_

LOL! Youi're welcome as long as suggestions go. Glad someone takes the time to think about the 1v1 aspect and some minutes in paint However your suggestion lacks a motivation. WHY is it better?

How come you don't remove the other mains and kept the 1 and 7 o'clock? The rush distance in this example is 144 between mains (while the long rush distance is 174 between nats). Isn't a short rush distance way more inbalanced?

I think it's possible to add a game mode to the map where you choose this variant of start locations for 1v1 if you want to (just as Faxe suggested in the second post) That would be something you setup in the lobby. Bnet wouldn't count the map as melee, though.
http://mentalbalans.se/aggedesign
WniO
Profile Blog Joined April 2010
United States2706 Posts
February 05 2011 00:16 GMT
#22
On February 01 2011 19:23 Meltage wrote:
Show nested quote +
On February 01 2011 07:14 WniO wrote:
Cross positions look to be a nightmare. that rush distance is SO LONG. but i agree, the texturing is impressive.


Thanks. About the texturing, I'm not entiredly satisfied beacuse I still think Blistering Sands looks better.

Rush distance ... I've heard players say that the bliz maps have too short rush distances for balanced play. From main ramp to main ramp (long rush distance, in 1v1) is 174, kind of. In 2v2 the main concept is to have a long distance for one ally, a short for the other. Also there are the backdoors that provide shorter distnace (well, not rush distance since there are rocks). The players I had testing 1v1 said the distance was fine.

Do you ppl agree that the typical rush distances on bliz maps are too short balanced play? Even so, might the long rush distance be bad for my map and why?

well despite complains what everyone says about layout blizz maps are actually decorated superbly, (so dont get down yall.) I really like the complimentary colors with the blue fog/desert setting. the rush distances might be fine as i havent played it yet, but im not entirely sure where players spawn, because it looks like some players get a third gold base while others get a regular base for their third.
Meltage
Profile Joined October 2010
Germany613 Posts
February 05 2011 00:49 GMT
#23
@@WniO you can try the map on NA - an older version but no huge changes.

players spawn top left and bottom right in 1v1. In 2v2 players spawn at the white circle locations marked on the overview image. One ally then has a gold third (or nat if you want to risk it) ... the short rush distance is 144 between mains (only in 2v2) and the long is 174 between the nats.
http://mentalbalans.se/aggedesign
WniO
Profile Blog Joined April 2010
United States2706 Posts
February 05 2011 00:53 GMT
#24
ah cool. will do at some point
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