I like the way you use destructible rocks on this map. The high ground backdoor into the natural reminds me of Scrap Station. More maps need key terrain points like that.
[M] (2) Fallen Haven - Page 2
Forum Index > SC2 Maps & Custom Games |
Qegixar
United States46 Posts
I like the way you use destructible rocks on this map. The high ground backdoor into the natural reminds me of Scrap Station. More maps need key terrain points like that. | ||
BaNZaY
Hungary81 Posts
| ||
ShnAndrei
Romania164 Posts
But I dare every player from the EU server to try this map with a friend, and if it isn't the greatest map ever, then I don't know what it is. It is big enough for macro, but not too big for tactical play or micro strategies. The natural is safe, but with a twist (not too safe). The third is not too close (not granted) but not too hard to defend either. There is equilibrium written all over it. And I love the small tree obstacles that enable a lot of maneuvering and flanking, while the ramps at the middle of the map really provide a lot of paths to your enemy for counter attacks or bad position punishment such that you never seem to run out of options. Also players cannot take control of the middle of the map easily and the map has features that every race can enjoy (such as the wide open middle for Zerg players). It may seem to have some resemblance with Crossfire because of the 'Haven' tileset and the size, but there are so many differences and it's so much more interesting than that choky map that you can't even compare them. Also the visuals are astonishing! This is my favoritest favorite map at the moment! <3<3<3 Great job! | ||
BaNZaY
Hungary81 Posts
![]() | ||
ShnAndrei
Romania164 Posts
Suggestion: Move the gold where the deleted 5th used to be, and make a regular expansion instead of the gold. I would also suggest to move the ramp that leads into the opponent's 4th (the one with rocks blocking it) more closer to where the gold is now (by making that highground that holds his 4th a bit longer). Why? Because this way you could put the gold EXACTLY in front of the ramp at the middle of the map and thus making it even more exposed. Solving this issue would also make the back door at the high ground in front of the natural work as intended : a weakness in the late game, and not a shorter way to take the gold. Some other suggestions: - I think it would be great if you would make the high ground in front of the natural a bit larger (by a hex or so), so that a Terran can build a CC there. I think it only needs one more hex. - The expo that is currently a gold cannot be harassed by air, because it doesn't have much space behind the minerals. I think it should be nice if you would move the minerals more towards the inner side of the map, and delete a bit of terrain at the edge of the map, so that there is more space for air harass. That area has a bit too much empty ground anyways. - Visually, could you somehow make the edges of the cliffs, especially in the main, behind the minerals, have ash on them? Like the edges have been burned by fire. I think it would look awesome and it will make the starting locations have even more personality on this map. For example, the Bel'Shir Map has the edges of the cliff behind the main's mineral line look like a sandy beach. ![]() Hope you take into consideration my suggestions. ^^ | ||
RevoNinja
United States59 Posts
and were can i find this on battle.net | ||
ShnAndrei
Romania164 Posts
On June 24 2011 00:54 RevoNinja wrote: I think its really cool but maybe having less destructable rocks because zerg can just do run-bys on all of the expos but i could be wrong and were can i find this on battle.net It's only available on the EU atm unfortunately. | ||
| ||