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[M] (4) Marshlands - Page 4

Forum Index > SC2 Maps & Custom Games
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Tuthur
Profile Joined July 2010
France985 Posts
August 24 2011 07:14 GMT
#61
Really beautiful map, tbh I liked the version without the inbase expansion better (makes it a harder map for early/midgame zerg) but the ultimate decision is up to the mapmaker after all Will def. play on it nonetheless
NullCurrent
Profile Joined November 2010
Sweden245 Posts
August 24 2011 08:44 GMT
#62
On August 24 2011 16:14 Tuthur wrote:
Really beautiful map, tbh I liked the version without the inbase expansion better (makes it a harder map for early/midgame zerg) but the ultimate decision is up to the mapmaker after all Will def. play on it nonetheless


Thanks for the praise.

But the thing with Zerg is that it becomes too hard when combined with a short rush distance between naturals. Bunker rushes are a bit too powerful here, which is why I wanted to try the in-base natural.
The other reason is that I do not want to change the center of the map, and I have tried stretching the map to get a larger rush distance, but that just made it look horribly ugly in its proportions.

I will try to get some playtest games on it this weekend in our weekly TPW KOTH (just for fun, in channel TPW on EU, usually afternoon on sundays).
The Planetary Workshop - TPW - Mapmaking Team
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
August 24 2011 11:08 GMT
#63
Ahh, the colours of this map are so peaceful. Aesthetically, this is one of my all-time favourites.

I think what you've done is a step in the right direction. I agree that the back route is a little strong, but that seems very difficult to solve without drastically altering the shape of the region.
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