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On May 18 2011 13:48 KuKKi wrote: Protoss can abuse space at Natural with 2 pylons and cannon rush+ block entrance of main(=bunker rush contain)
this seems pretty nasty on this map o.o
Wall ins are basically the same as at the bottom of a ramp, except without the highground disadvantage and slightly easier to wall. I think it's fine as long as you scout.
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Played a few patches in this, so good and looks awesome.
Hopefully we get more and more maps like that(for the ladder plz Blizzard)
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Finally a team that had the good sense to pick this map in the GSTL...
However I'm sad the units do not seem to be having any effect on the water while moving through, as that kinda breaks the immersion.
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Really like the theme of this map, some suggestions: - Map is a little too small. The space behind mineral line should be widened for better air harassment (mutas, drops) - Elevation and cliffs: I think a few more in the center area will be nice - lack of a ramp may make early bunker pushes very powerful (similar to kulas ravine). The nearby "hill" may help but zerg takes extra effort to get a spine crawler all the way out there. - This may have to do with the small map, but lack of a xelnaga tower makes spotting a little harder. - Protoss can easily warp units below the main and have a shorter attack path.
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On May 18 2011 13:51 monitor wrote:Show nested quote +On May 18 2011 13:48 KuKKi wrote: Protoss can abuse space at Natural with 2 pylons and cannon rush+ block entrance of main(=bunker rush contain)
this seems pretty nasty on this map o.o Wall ins are basically the same as at the bottom of a ramp, except without the highground disadvantage and slightly easier to wall. I think it's fine as long as you scout.
i meant this ->
its untouchable, u cant try to block any cannons to build. As P, u just need to build these 2 pylons, and the area between them are untouchable. Get a probe in there, build 2 pylons, cancel upper pylon when the bottom one finished, build cannon, build pylon. this will deny the Expansion for the Zerg for ages.
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thx for report
On May 19 2011 22:31 KuKKi wrote:Show nested quote +On May 18 2011 13:51 monitor wrote:On May 18 2011 13:48 KuKKi wrote: Protoss can abuse space at Natural with 2 pylons and cannon rush+ block entrance of main(=bunker rush contain)
this seems pretty nasty on this map o.o Wall ins are basically the same as at the bottom of a ramp, except without the highground disadvantage and slightly easier to wall. I think it's fine as long as you scout. i meant this -> its untouchable, u cant try to block any cannons to build. As P, u just need to build these 2 pylons, and the area between them are untouchable. Get a probe in there, build 2 pylons, cancel upper pylon when the bottom one finished, build cannon, build pylon. this will deny the Expansion for the Zerg for ages.
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i liked this map! looks great, and seems to play out well
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Hmm... I really love the pathways on this map. The nat might be too open, though. I can't see a Protoss ever expanding versus Zerg.
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How can I petition Blizzard to add this map to the ladder pool?
It's so good looking it's ridiculous, and the clockwise/counterclockwise expansion flow is very interesting.
Excellent work imo !
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watched one game on this... seems like you can hide a lot of units around the tree areas. it was a good game in the GSTL.
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On May 19 2011 22:31 KuKKi wrote:Show nested quote +On May 18 2011 13:51 monitor wrote:On May 18 2011 13:48 KuKKi wrote: Protoss can abuse space at Natural with 2 pylons and cannon rush+ block entrance of main(=bunker rush contain)
this seems pretty nasty on this map o.o Wall ins are basically the same as at the bottom of a ramp, except without the highground disadvantage and slightly easier to wall. I think it's fine as long as you scout. i meant this + Show Spoiler +-> its untouchable, u cant try to block any cannons to build. As P, u just need to build these 2 pylons, and the area between them are untouchable. Get a probe in there, build 2 pylons, cancel upper pylon when the bottom one finished, build cannon, build pylon. this will deny the Expansion for the Zerg for ages.
seems like adding unbuildable terrain, at least where cannons could be warped in from the low ground would solve this ezpz
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match point -> rotate + remove high ground adv in middle of the map -> bel'shir
anyone? :D
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Any replays (either on youtube or sc2 replays) on this map?
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Just a very small aesthetic detail I noticed Not like it matters, but if you update your map then might as well as clean this one too
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I think thats cool, it's buried in the sand hehe...
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Excellent map, very nice graphics!
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this map looks great... the best is that it looks so different to the other dark maps... I like it
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this map seem great, but it's strange to have no xelnaga tower, and it really a bit too light i think. When i played on it i had to ajust the light of my screen.
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LS, did you add custom backrgound musics into the map? I have the sensation to hear some new ones.
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