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[M]/[P] Liquid (Updated) - Page 6

Forum Index > SC2 Maps & Custom Games
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garlicface
Profile Joined April 2010
Canada4196 Posts
Last Edited: 2011-03-16 14:37:00
March 16 2011 14:08 GMT
#101
The newest update is looking MUCH better. My biggest issue is still that there is way too much room in the main. I think you should make the main and the 3rd separated by an open air space. I'm typing this on my iPod now, but I'll update with MS Paint later.

Edit: I've attached the map that I edited on MS Paint. I did this from school, so excuse the hastiness.

+ Show Spoiler +
Solid red outlines + blue fill = definite change.
Dotted red outline = possible change.

[image loading]
#TeamBuLba
lefix
Profile Joined February 2011
Germany1082 Posts
March 16 2011 14:12 GMT
#102
it still feels ab bit too large and has alot of empty space inbetween that serves no real purpose, imho
Map of the Month | The Planetary Workshop | SC2Melee.net
hun13
Profile Joined December 2010
55 Posts
March 16 2011 14:23 GMT
#103
well im going to retract my previous statement, the fact that siege tanks cant reach hatch or minerals from that cliff is pretty huge. they can still be used to contain but a 3 base contain isnt that scary. Plus they offer great defensive options with siege tanks, cliff walking, and cliff side infestors.

my only problem with it now is that it looks to easy for terran to grab and hold 3 fast bases, then good possibilities for siege tanks + PF's at the gold. the same downfall of jungle basin.
what about taking the "bridge side gold ramp" and making it span the entire leangth of that wall?
seems like that would make it much harder to turtle up on
Drake
Profile Joined October 2010
Germany6146 Posts
March 16 2011 14:53 GMT
#104
seems to small ways with thig big free space in the middle it makes it very easy to make timings as terran or protoss
Nb.Drake / CoL_Drake / Original Joined TL.net Tuesday, 15th of March 2005
Griffith`
Profile Joined September 2010
714 Posts
Last Edited: 2011-03-16 15:00:41
March 16 2011 14:54 GMT
#105
On March 16 2011 23:23 hun13 wrote:
well im going to retract my previous statement, the fact that siege tanks cant reach hatch or minerals from that cliff is pretty huge. they can still be used to contain but a 3 base contain isnt that scary. Plus they offer great defensive options with siege tanks, cliff walking, and cliff side infestors.

my only problem with it now is that it looks to easy for terran to grab and hold 3 fast bases, then good possibilities for siege tanks + PF's at the gold. the same downfall of jungle basin.
what about taking the "bridge side gold ramp" and making it span the entire leangth of that wall?
seems like that would make it much harder to turtle up on


ACtually I double checked, a single siege tank can hit the 3rd's hatchery, but only with spotter vision. I may or may not remove this. Siegeing a 3rd doesn't seem nearly as bad as sieging a natural on LT. A single siege tank will take about 90 seconds to actually kill a 1500 hp hatchery
griffith.583 (NA)
hun13
Profile Joined December 2010
55 Posts
March 16 2011 15:16 GMT
#106
On March 16 2011 23:54 Griffith` wrote:
Show nested quote +
On March 16 2011 23:23 hun13 wrote:
well im going to retract my previous statement, the fact that siege tanks cant reach hatch or minerals from that cliff is pretty huge. they can still be used to contain but a 3 base contain isnt that scary. Plus they offer great defensive options with siege tanks, cliff walking, and cliff side infestors.

my only problem with it now is that it looks to easy for terran to grab and hold 3 fast bases, then good possibilities for siege tanks + PF's at the gold. the same downfall of jungle basin.
what about taking the "bridge side gold ramp" and making it span the entire leangth of that wall?
seems like that would make it much harder to turtle up on


ACtually I double checked, a single siege tank can hit the 3rd's hatchery, but only with spotter vision. I may or may not remove this. Siegeing a 3rd doesn't seem nearly as bad as sieging a natural on LT. A single siege tank will take about 90 seconds to actually kill a 1500 hp hatchery


yeah but couldnt the timing of the tank actualy prevent a thirds hatchery from every getting put down effectively creating an easy 2 base contain? Sounds like something to test at the very least.
Griffith`
Profile Joined September 2010
714 Posts
Last Edited: 2011-03-16 21:08:04
March 16 2011 21:06 GMT
#107
What do you guys think about removing the backdoor minerals to be simply completely open? Temporarily removing them to see how games go.
griffith.583 (NA)
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
March 16 2011 21:41 GMT
#108
On March 17 2011 06:06 Griffith` wrote:
What do you guys think about removing the backdoor minerals to be simply completely open? Temporarily removing them to see how games go.

With MULEs in the game, mineral blocks like this are a gimmick that only terran will really use.

That said, the proportions of this map are unplayably far off. I would highly suggest redoing the map with some far more severe constraints and using the space on the map intelligently. I had set out to do exactly what you are doing back in the beta (literally, exactly what you are doing) and I abandoned the project simply because I did not agree with designing a map based off polls. You've got a pretty daunting task ahead of you and I sincerely hope you rethink this map as I'm sure the community would love to see something like this work out quite well.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
lefix
Profile Joined February 2011
Germany1082 Posts
Last Edited: 2011-03-16 21:46:30
March 16 2011 21:46 GMT
#109
also, i assume the bridges block any creepspread? if yes, thats quite annoying for zerg and should probably be a normal terrain choke instead.
Map of the Month | The Planetary Workshop | SC2Melee.net
Griffith`
Profile Joined September 2010
714 Posts
March 16 2011 21:59 GMT
#110
On March 17 2011 06:46 lefix wrote:
also, i assume the bridges block any creepspread? if yes, thats quite annoying for zerg and should probably be a normal terrain choke instead.


The double-width bridge does not prevent creep spread, but the triple and single-width do prevent creep spread.
griffith.583 (NA)
TemplarCo.
Profile Blog Joined October 2010
Mexico2870 Posts
March 16 2011 22:42 GMT
#111
I don't like that the center is not playable, and that from the 3rd you can siege some tanks and you're main base gets f'd.
I like the map so far, but it could be twitched.
Good luck!!! :D
With an average game length of 7m36s over his 6 games in GSL3, this is a no-brainer. BitByBit pulls more SCVs than yo momma at a club on Mar Sara. ♞
MonsieurGrimm
Profile Joined August 2010
Canada2441 Posts
March 16 2011 23:07 GMT
#112
It's.... so beautiful

Really good job ^^ but is it possible for a creep tumor as close to one end of the bridge to duplicate to the other end of the bridge, provided that an overlord is creeping up the other end?
"60% of the time, it works - every time" - Brian Fantana on Double Reactors All The Way // "Great minds discuss ideas; Average minds discuss events; Small minds discuss people." - Eleanor Roosevelt
oGm`REM
Profile Joined March 2011
United States870 Posts
March 16 2011 23:12 GMT
#113
Best part I love about this map is the middle!
Looks so sleek when viewed in game :D
oriGinal Mixers '99 - www.smiteam.net
FirmTofu
Profile Joined March 2011
United States1956 Posts
March 16 2011 23:13 GMT
#114
I feel like this map will promote airplay to a great extent because of all the ground pathing. Not too sure if this a good or bad thing :/

Also I feel like a turtling terran has a huge advantage in this map due to the narrow chokes at the bridges. They can siege contain each bridge with just a few tanks and proceed to expand to their side of the map easily.

Of course, I haven't actually played this map yet so I can't be one hundred percent sure.
I lie a lot when I'm town. I never lie when I'm scum.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
March 16 2011 23:15 GMT
#115
On March 17 2011 08:12 oGm`REM wrote:
Best part I love about this map is the middle!
Looks so sleek when viewed in game :D

Let's take another bad map and put in the TL sign - BAMM - so awesome ...
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Varpulis
Profile Blog Joined February 2011
United States2517 Posts
March 17 2011 00:19 GMT
#116
Griffith', show some love for us zergs man, you're killing me with those chokes. that double bridge + mineral block basically means that zerg can't attack the natural of P/T ever (read: siege tanks and forcefield)

also, free third base much?

in short: this map makes zergs cry.
For he is the Oystermeister, lord of all the oysters.
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
March 17 2011 00:43 GMT
#117
I must've missed the 3 polls that said please add 50 bridges a HY base that's impossible to defend and a wide ramp into the main oO

I like the main/nat/third setup. Not sure about the main size though.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Kazang
Profile Joined August 2010
578 Posts
March 17 2011 03:49 GMT
#118
Those choke points......

The only way into THREE EXPANSIONS is a 3 tile wide path? You have got to be kidding.
Why all the bridges? I just don't even......

"The Impenetrable 3 Base Fortress of Zerg Tears" would be a good name for this map.
redFF
Profile Blog Joined November 2010
United States3910 Posts
March 17 2011 04:06 GMT
#119
no gimmicks like mineral blocks and bridges please, leave them to your own map, as this is a teamliquid community map just make it what we want,as that was ur goal!
emc
Profile Joined September 2010
United States3088 Posts
March 17 2011 05:35 GMT
#120
map seems big and bland. The golds aren't in any locations of contention, that's a good part about xelnaga, they are in the middle and generally are in the attack path from main to main making the gold bases battle grounds. These gold bases just look like easy 4ths, especially cross positions.
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