EDIT: Get it published on EU!
[M] (4) Shurik'n - Page 3
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MCDayC
United Kingdom14464 Posts
EDIT: Get it published on EU! | ||
Loaded Dice
United States11 Posts
Would like to see the pathing around the center expanded and possibly a high ground expansion near the middle. | ||
a176
Canada6688 Posts
- Fixed some mineral positions - Retexture in some areas - Modified XNTs (vision is not sufficient to siege base) - Added rocks to stifle freedom of movement (zerg runby was a tad too abusive in testing) (updated pictures in OP) Primary problem I see is that a terran sieged up on the edges of the middle can deny almost every counter attack path to their base. Map seems really good for T really bad for Z.. The paths in general are very small and the middle can still easily be controlled by tanks. Would like to see the pathing around the center expanded and possibly a high ground expansion near the middle. The paths are much wider than what you may think from the pictures. | ||
IronManSC
United States2119 Posts
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EffectS
Belgium795 Posts
Very crevasse-esque using the rocks to force people to go throught he center at the beginning of the game. | ||
a176
Canada6688 Posts
Slight retexture, other aesthetic changes ![]() ![]() Large Overview Large Angled | ||
iGrok
United States5142 Posts
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a176
Canada6688 Posts
* Map redesigned. Again. ![]() | ||
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The_Templar
your Country52797 Posts
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FlaShFTW
United States10021 Posts
i love the fact that even if you spawn counter-clock to your opponent, you still have a decently easy 3rd base (one going to the center) and then you can take a 4th elsewhere on the map. very neat design. | ||
totalpigeon
United Kingdom162 Posts
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FlopTurnReaver
Switzerland1980 Posts
The high ground path in the middle seems so narrow now. If you really wanna keep it that way I'd probably remove the hole in the middle and make the center low ground a bit smaller, which would also widen those narrow paths a bit. | ||
crbox
Canada1180 Posts
Great job overall | ||
a176
Canada6688 Posts
On October 03 2011 09:26 FlopTurnReaver wrote: I also prefer the version before :/ The high ground path in the middle seems so narrow now. If you really wanna keep it that way I'd probably remove the hole in the middle and make the center low ground a bit smaller, which would also widen those narrow paths a bit. the area hasnt really changed the bases have been pushed outwards to accodomate the little bypass, thats all ![]() ![]() | ||
Antares777
United States1971 Posts
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a176
Canada6688 Posts
On October 03 2011 09:36 crbox wrote: It's kind of a good map, but I don't really like maps with like 4 xel nagas in the middle. They cover way too much space, and also you can see your opponent move out from his natural with the tower, which is silly. Great job overall the xnt's provide vision of only a smart part of these ramps (see pics in OP), so you need to keep a good eye on the minimap to catch them. also, your fault for being a lazy player and not bothering to try to take the XNTs ![]() On October 03 2011 09:43 Antares777 wrote: Either the ramps into the middle need to be enlarged or the circular high ground paths need to be widened. A player has the options to pick one or the other path, but both have chokes. Other than that this is a solid map, besides roational imbalances, of course. yea, i think i made the ramps too small from the previous version, its updated now. but the bypass width will remain small; any larger and it becomes redundant, and players will not bother to use the wider rock'd path to get around. | ||
totalpigeon
United Kingdom162 Posts
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a176
Canada6688 Posts
On October 03 2011 10:02 totalpigeon wrote: Can the XWT be easily cleared from the neighbouring high ground by stalkers/marauders? Hard to tell from the overview, but I think that would effectively address any problems with being scouted when moving out. any ranged unit basically | ||
Callynn
Netherlands917 Posts
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