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[M] (2) Ignition Point - Page 2

Forum Index > SC2 Maps & Custom Games
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monitor
Profile Blog Joined June 2010
United States2408 Posts
June 13 2011 22:22 GMT
#21
On June 14 2011 06:13 SidianTheBard wrote:
Could use some feedback on this latest change. I'm testing around with making both 3rd options on low ground. What do you guys think of this change, better, worse, indifferent?

Before:
+ Show Spoiler +
[image loading]


After:
+ Show Spoiler +
[image loading]


Angled Overview:
+ Show Spoiler +
[image loading]


I think I'm liking it on low ground. Doing this makes the natural a little more open and makes it feel a little more safe. With the base on low ground it also makes that 3rd a little more open and a little less safe. To compensate for this I added LoS blockers by the ramp to give some more protection to that base. Since you'll have the high ground you'll be able to see over the LoS blockers and should be able to prepare yourself better if they decide to attack from that side hallway.

Terran is not able to hit anything with siege tanks from behind those rocks. My concern about it still is that with that 3rd on low ground the choke is much smaller if the Terran/Toss decides to attack the zerg through that path it still might be super hard to defend.

Thanks for all the feedback so far and please let me know what you think.


I think its better on lowground. Unfortunately, the map I'm currently working on has the same natural set-up, so it'll look like I'm copying Haha oh well, balance is more important.
https://liquipedia.net/starcraft2/Monitor
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2011-06-13 23:21:10
June 13 2011 23:20 GMT
#22
On June 14 2011 07:22 monitor wrote:
Show nested quote +
On June 14 2011 06:13 SidianTheBard wrote:
Could use some feedback on this latest change. I'm testing around with making both 3rd options on low ground. What do you guys think of this change, better, worse, indifferent?

Before:
+ Show Spoiler +
[image loading]


After:
+ Show Spoiler +
[image loading]


Angled Overview:
+ Show Spoiler +
[image loading]


I think I'm liking it on low ground. Doing this makes the natural a little more open and makes it feel a little more safe. With the base on low ground it also makes that 3rd a little more open and a little less safe. To compensate for this I added LoS blockers by the ramp to give some more protection to that base. Since you'll have the high ground you'll be able to see over the LoS blockers and should be able to prepare yourself better if they decide to attack from that side hallway.

Terran is not able to hit anything with siege tanks from behind those rocks. My concern about it still is that with that 3rd on low ground the choke is much smaller if the Terran/Toss decides to attack the zerg through that path it still might be super hard to defend.

Thanks for all the feedback so far and please let me know what you think.


I think its better on lowground. Unfortunately, the map I'm currently working on has the same natural set-up, so it'll look like I'm copying Haha oh well, balance is more important.


@monitor: It's a good setup so I can't wait to see your version!

@sidian: I'm glad you already enacted what I meant to suggest. ^^

Btw this also fixes your warpin problem, which of course you adjusted for by moving the grass. I really like the grass in that spot too.

[edit] addressing, not just confusing pronouns.
Comprehensive strategic intention: DNE
Westabizzle
Profile Joined February 2011
Canada45 Posts
June 14 2011 01:31 GMT
#23
This map is so baller. I love it.
If it's not about me and nobody is naked, I don't care.
d(O.o)a
Profile Blog Joined June 2008
Canada5066 Posts
June 14 2011 01:40 GMT
#24
This is such a beautiful map!
Hi.
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2011-06-30 07:15:13
June 30 2011 06:44 GMT
#25
Due to some recent testing I've changed up both thirds on this map to make them both a little easier to take.

Third expanding towards your enemy: (This one I'm unsure if I like it that much or not. Do you guys think the choke is too small now and the defender has too much of an advantage with the high ground? There are still plenty of flanking opportunities. I might revert the high ground and just make the choke a little smaller then the original)
+ Show Spoiler +
Before:
[image loading]
After:
[image loading]


Third expanding away from your enemy: (This one I am definitely keeping in. It isn't a big change at all and only makes the third a little bit easier to hold.)
+ Show Spoiler +
Before:
[image loading]
After:
[image loading]


Updated Top Down View:
+ Show Spoiler +
[image loading]


I've decided to do this because it seems getting a 3rd especially against Zerg was much harder due to the fact that they are so many paths around the map and plenty of flanking opportunities.

So pretty much my only concern is expanding towards your enemy. Do you guys think that base will be to easy for terran/toss to hold now even though there are still plenty of flanking opportunities? Should I remove the high ground and revert it back to the original but maybe shrink the choke just a little bit? Keep it how it was?

Any feedback would be appreciated.

Thanks,
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
SaltyDog
Profile Joined January 2011
Uganda73 Posts
June 30 2011 13:24 GMT
#26
I can see you've already made a title image for the post but wouldn't Flashpoint be a better name.

Nice map
I'm unemployed, so I make maps.
Jumbled
Profile Joined September 2010
1543 Posts
June 30 2011 15:21 GMT
#27
Very nice looking map, seems interesting. You should probably fix the description though - the map has rotational symmetry, not reflectional.
Qegixar
Profile Joined May 2011
United States46 Posts
June 30 2011 15:37 GMT
#28
Might I suggest, purely for aesthetics, of course, replacing the green plants closest to lava with dead/brown plants? Just the ones right on the edge, not the whole line.
dc302
Profile Joined December 2010
Australia576 Posts
July 05 2011 01:16 GMT
#29
Reminds me of XelNaga Caverns! So I like :D
...
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