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[M] (2) Avalon Keep - By oneil - Page 2

Forum Index > SC2 Maps & Custom Games
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oneil
Profile Joined March 2011
Canada73 Posts
March 28 2011 21:38 GMT
#21
Heavy modifications should be posted in ~15 mins!
You all look up to me, and I forever look down on the world. | Go to my profile to see my maps!
hobbidude
Profile Joined December 2010
Canada171 Posts
March 28 2011 21:59 GMT
#22
It looks like reapers and blink stalkers would be increeeeeeeeedibly powerful here due to the amount of cliff space by your main and nat, maybe it's just me.


I think just the opposite. its low ground between the main and nat so its still makes blink stalkers/reapers able to be used effectively but any defending unit can shoot down after them or prevent attacking units below. Great idea to the mapper.

Just a possible fairly large layout suggestion (tho i haven't seen the new "big" changes yet) when it comes to only having one path to the main/nat. Why not bring the 4th and 5th closer to the center. bring the 4th right in behind the 3rd still keeping the small hole gap and make the distance short from nat to 4th so there is the possibly of going around through the 4th to the nat. If you bring the 5th in closer too - have some backdoor rocks to the mains so that your 5th could also be your opponents 2nd nat if it were. If be happy to give a sketch if my decription isn't too clear.
oneil
Profile Joined March 2011
Canada73 Posts
Last Edited: 2011-03-28 22:10:36
March 28 2011 22:03 GMT
#23
OP updated with new wider middle version!

I left it bare to see how people would react first; I am after all mapping for the masses
You all look up to me, and I forever look down on the world. | Go to my profile to see my maps!
hobbidude
Profile Joined December 2010
Canada171 Posts
March 28 2011 22:05 GMT
#24
Can anyone tell me how to take high-res overview screenshots without all the doodads and such showing from the editor?


In the editor, go to lighting, then choose game/ not editor view. Or also press V or click "lock game view setting".
hobbidude
Profile Joined December 2010
Canada171 Posts
March 28 2011 22:10 GMT
#25
Better, I'd rather see the rocks blocking from the nat to the 4th moved to block the middle of the 3rd. The tower too easy to for your opponent to grab from you but that may just be me. Not sure what the gully from the main to your opponents 5th is for.
oneil
Profile Joined March 2011
Canada73 Posts
Last Edited: 2011-03-28 22:15:14
March 28 2011 22:14 GMT
#26
Block the middle of the 3rd? ie blocking the CC location? Just trying to clarify

IMO the XNT may be easy to hold.. but it's extremely out of your opponent's way and is pretty important where it is to detect air avoiding the middle.

On March 29 2011 07:10 hobbidude wrote:
Better, I'd rather see the rocks blocking from the nat to the 4th moved to block the middle of the 3rd. The tower too easy to for your opponent to grab from you but that may just be me. Not sure what the gully from the main to your opponents 5th is for.

You all look up to me, and I forever look down on the world. | Go to my profile to see my maps!
Antares777
Profile Joined June 2010
United States1971 Posts
March 28 2011 22:20 GMT
#27
I like this map, it's very original in layout. I'm interested in how the XWTs would affect gameplay. They do not reveal much in the center, and they do not even reveal the quickest path between the bases. If I drew a line from the natural ramp to the other natural ramp, it would miss the vision of both XWTs. I think that they could be moved slightly closer in that direction so that you can tell if somebody is coming to your base.
hobbidude
Profile Joined December 2010
Canada171 Posts
March 28 2011 22:41 GMT
#28
Block the middle of the 3rd? ie blocking the CC location? Just trying to clarify


Ya sorry - you got the idea.


As far as the new xwt tower, i meant it too hard to hold and too easy to take your opponents imo. I agree with you that the actual towers are in the perfect position (DON"T MOVE) but its more so the land around it that concerns me. I don't agree with antares that they should cover more of the main path; there's only one large short main path that you will be watching anyways. The towers do indeed need to cover the other bases and back paths like you intended.
oneil
Profile Joined March 2011
Canada73 Posts
Last Edited: 2011-03-29 12:36:41
March 29 2011 12:33 GMT
#29
On March 29 2011 06:59 hobbidude wrote:
If be happy to give a sketch if my decription isn't too clear.


I understand what you mean and do agree with making the 5th a possible expansion for your opponent.

However, I like to think of your opponent taking that expo like you taking your semi-island expo on scrap station: it's far and out of the way, not very easy to defend by ground (distance) but in heavy air builds it becomes much more powerful. I put a back door into my main on Uplands and the overall reaction was poor.


You all look up to me, and I forever look down on the world. | Go to my profile to see my maps!
oneil
Profile Joined March 2011
Canada73 Posts
Last Edited: 2011-03-29 17:18:12
March 29 2011 17:16 GMT
#30
This map is a 2 player remake of Calm Breeze from BW:
+ Show Spoiler +
[image loading]
You all look up to me, and I forever look down on the world. | Go to my profile to see my maps!
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
March 29 2011 22:33 GMT
#31
The problem isn't that there's a tight path in the middle, it's that there only is one path through the middle. Even if it's going to be open, it's still just so linear. There are no points you need to hold other than the middle. If you try to go back further from the middle, your enemy's right at your front door with no opposition.
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