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[M] (2) Curfew - Page 2
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lefix
Germany1082 Posts
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Albrithe
Canada187 Posts
The elevators look awesome :D | ||
lefix
Germany1082 Posts
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funcmode
Australia720 Posts
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MarcH
United Kingdom362 Posts
I wouldnt mind the centre expo as a gold base as even though tanks cant shell it from near the watchtower it does give vision their and is exposed on all sides to attack. Also Love the elevators | ||
KiLL_ORdeR
United States1518 Posts
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wrl
United States209 Posts
*Great use of the tileset. Better looking than Metalopolis. *Love this type of mirroring *Awesome custom doodads. Dislikes (minor qualms really): *I think one of the 3 center expansions should be a gold. *A bit too open give the lack of LoS blockers. I think you have sacrificed gameplay for aesthetics in this regard and it probably overly favors Zerg as a result. *Could probably load a few more doodads in the unpathable areas so that players know they can't drop there. *The main center area in which a lot of fights will end up happening is just one long flat stretch with little on the map to be used tactically besides the XWT. *I think the path from natural to third could be a bit wider. Players will need to transfer their army between the two when being attacked and it might be too tight to move a big pack of ground units. *The natural is fairly well protected from reapers/colossi while the main base is extremely vulnerable to them with a long cliff edge that needs to be defended. It would be very easy to blink up in to the main as well. Overall, though, it is pretty awesome and I'd love to give it a shot. | ||
joshie0808
Canada1023 Posts
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Albrithe
Canada187 Posts
On April 15 2011 06:32 joshie0808 wrote: Loving the layout, looks really interesting! Please publish on NA!! :D Keep up the great work, cant wait to see final version | ||
superezekiel
United States35 Posts
I like it! | ||
AemJaY
Switzerland24 Posts
i must get out the editor too ![]() looks awesome! nice work! | ||
-Zoda-
France3578 Posts
There's really too much space for buildings, and it makes the main quite vunerable to drops and things like that. I know it is a part of the game, but if you want to secure your main from drops, you'll need a lot of turrets/cannons... By reducing the main you could make the path beetween the natural and the third a little bigger. Btw, the rest of the map is really cool, good job. | ||
lefix
Germany1082 Posts
i have also changed the direction of the ramp. this way you can get to the center of our main quicker to fight drops and you can now also build a ghetto wall between the ramp and your natural using 2 buildings, making it also easier to defend - which also allowed me to widen up the ramp at the natural from double to tripple ramp (and widen the "backdoor" narrow path). the backdoor path can be walled with a depot and a bunker if necessary. the tripple ramp also reduces the ground distance to the other third slightly :D full overview pic updated in the op pics of the changes: old: + Show Spoiler + ![]() new: ![]() closeups: + Show Spoiler + natural: ![]() ramp and "backdoor": ![]() i am also working on some ideas to add room for a little more tactical position play within all this open space :D | ||
Antares777
United States1971 Posts
![]() I love your map! | ||
SilverJohnny
United States885 Posts
also, would it be possible to get a shot of the nats with wall offs (baracks/depots/etc for T and forge/cannon/gate etc for P) to get a better idea of how wide some things are? | ||
Kaitokid
Germany1327 Posts
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dezi
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Germany1536 Posts
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Rollin
Australia1552 Posts
It still seems that zergling runbys would be a hard to stop, as the map is effectively split into two sides, top left and bottom right, by the high ground, so if a toss or terran moves out, it will be extremely dangerous as their army will be far away... as well as the third seems a little close to the other expos imho. Overall, it's possibly a little zerg favoured (coming from a low zerg), maybe shrink the choke outside the third (near the middle 2 expos) a little. EDIT: I'm talking about mid-late game, as it would be hard for a toss or terran to keep expanding and be able to push safely against zerg with three or more bases. But it seems taking the top side and skipping the "intended (by analyzer)" third would be a lot less open. | ||
lefix
Germany1082 Posts
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EatThePath
United States3943 Posts
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