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[M] (2) Fallen Haven - Page 2

Forum Index > SC2 Maps & Custom Games
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Qegixar
Profile Joined May 2011
United States46 Posts
June 21 2011 18:41 GMT
#21
The third base isn't far at all. I don't know what you people are saying.
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
Profile Joined April 2011
Hungary81 Posts
June 22 2011 09:43 GMT
#22
And here is a new update to the map. I have made the natural a bit safer, for it already had many possible entrances. Also put a destructable rock to the second ramp at the 4th making it a tiny little bit safer, and I removed the 5th below it, becouse no one seemed to take that expo even in the lategame (only some very desperate people). I'm still thinking about putting one rich geyser to the gold, the other stais a normal geyser. Tell me what you think about that change, and the ones I made this time.
"Look at your man! Now look at me! Back at your man! Now BACK to me! Sadly, he's not me..."
ShnAndrei
Profile Joined March 2011
Romania164 Posts
June 22 2011 18:10 GMT
#23
The change is super duper ultra mega giga awesome!! I love how that natural looks, it is like after a cataclysm, with fire coming from the ground. Really awesome!! Too bad it can't be seen very clearly from the picture (it's a picture not an animation after all). But this map is so promising atm! I say promising because there are a few suggestions I would like to make. :D

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
Profile Joined April 2011
Hungary81 Posts
June 22 2011 21:23 GMT
#24
Well Andrei you only left out those suggestions :D I'm listening to every and all good idea regarding the map to make it the best. Thank you for the compliments about the features of the map, but I'm the most open for negative feedback as long as there is any. Once there is not any little thing you see unfit, then I will accept all this apotheosis from you. Map threads are for criticising So let me hear those issues.
"Look at your man! Now look at me! Back at your man! Now BACK to me! Sadly, he's not me..."
ShnAndrei
Profile Joined March 2011
Romania164 Posts
June 22 2011 22:34 GMT
#25
Issue: Well, I think you intended every player to have his own gold expansion, and I am also thinking that the further gold expansion is the one you intended for each player, not the one that is nearer. But if a player kills the rocks at that high ground in front of his natural, he can easily take his opponent's gold instead of his third, and even continuing to take the expos nearer to the gold, bringing the order of expansions on this map upside down. I think any player would prefer that closer gold instead of his third: they are at about the same distance, and the gold is more rewarding (plus it has a watch tower near it).

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
Profile Joined June 2011
United States59 Posts
June 23 2011 15:54 GMT
#26
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
"I skipped studying for my final to watch lord if the rings. I shall not pass"
ShnAndrei
Profile Joined March 2011
Romania164 Posts
June 23 2011 20:34 GMT
#27
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.
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