by a176
Published on NA
![[image loading]](http://i.imgur.com/Kgzuj.jpg)
![[image loading]](http://i.imgur.com/jV8EQ.jpg)
Large Overview
Large Angled
4 Spawn (1v1, 2v2, FFA)
158 x 152 playable
16 Blue
map analyzer
+ Show Spoiler +
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a176
Canada6688 Posts
by a176 Published on NA ![]() ![]() Large Overview Large Angled 4 Spawn (1v1, 2v2, FFA) 158 x 152 playable 16 Blue map analyzer + Show Spoiler + | ||
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zJayy962
1363 Posts
Map looks awesome by the way. Questions: Can tanks on the low ground tucked next to the mains attack onto the path leading to the natural? This could cause for potential imbalance. Would this be MLG style where you wouldn't be able to spawn close positions? | ||
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adso
718 Posts
on topic: nice mixing decal and cliff decorum ![]() | ||
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a176
Canada6688 Posts
On May 14 2011 10:54 zJayy962 wrote: If you remove the little peninsula like things jutting out from the middle high ground and make the golds on the low ground, I think that area would be "high risk" and take some real dedication to hold. Map looks awesome by the way. Questions: Can tanks on the low ground tucked next to the mains attack onto the path leading to the natural? This could cause for potential imbalance. Would this be MLG style where you wouldn't be able to spawn close positions? I updated it. Modified the golds, added los blockers to force defense spread at gold. added los blocker to middle bases to prevent easy siege. I originally had that low ground as a tank drop yes, though I tried to place far away enough to not to be able to hit zerg main base. But I think now, no matter the intent or outcome, someone will probably complain (not referring to you), so its best to take it out altogether ![]() I don't think I will plan on bothering with no-close-spawn as the air rush distance is [a bit under] double what lost/shattered temple is. | ||
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BLinD-RawR
ALLEYCAT BLUES50584 Posts
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IronManSC
United States2119 Posts
Re-work the center high ground. It's "too open." Mabye some barriers or holes in the ground or something. Other than that it's a nice layout. Reminds me of a mixture between Shakuras Plateau and Shattered Temple. | ||
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a176
Canada6688 Posts
On May 14 2011 14:24 BLinD-RawR wrote: hmmm I don't like that long choke into the naturals,its just too long, On May 14 2011 15:30 IronManSC wrote: Shorten the chokes into the natural. Re-work the center high ground. It's "too open." Mabye some barriers or holes in the ground or something. Other than that it's a nice layout. Reminds me of a mixture between Shakuras Plateau and Shattered Temple. Thanks for the suggestions, implemented them, and its much better now ! Also, removed the golds for regular (7) minerals. | ||
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a176
Canada6688 Posts
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IronManSC
United States2119 Posts
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NickMP
United States46 Posts
Looks very good... As someone else mentioned the middle is a little to open...trying to walk across there safely in a TvZ cross spawn situation would be a nightmare. | ||
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The_Templar
your Country52797 Posts
On May 28 2011 14:25 IronManSC wrote: I have one problem. Every base is on high ground. This can encourage turtling, and make it difficult for Zerg especially when attacking any of these bases. This man speaks the truth. Also, widen the choke into the natural, its smaller than shakuras. | ||
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Gfire
United States1699 Posts
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a176
Canada6688 Posts
Its a brand new map ... ! Very preliminary at the moment. | ||
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FlopTurnReaver
Switzerland1980 Posts
Would be nice to have some more analyzer pictures from the 2 remaining rush distances^^ Seeing that the diagonal one is only 136 makes me think that vertical positions might be problematic. | ||
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Marsupian
Netherlands455 Posts
Also having the gasses between the mineral patches will cause really weird worker skipping where they cross the gasses to get to a free mineral patch. It's not the end of the world but I don't really like it. | ||
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The_Templar
your Country52797 Posts
Now it's metal with slightly longer distances and rocks on the gold. | ||
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a176
Canada6688 Posts
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The_Templar
your Country52797 Posts
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The_Templar
your Country52797 Posts
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a176
Canada6688 Posts
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