[M] (2) KalDir by LSPrime - Page 2
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Mereel
Germany895 Posts
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Ragoo
Germany2773 Posts
![]() I looove that you used this natural. I liked the idea of a natural like this ever since Totally want to see how this map would play out if played by pro players! ![]() | ||
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Zeon0
Austria2995 Posts
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Chargelot
2275 Posts
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TibblesEvilCat
United Kingdom766 Posts
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chocopaw
2072 Posts
On a sidenote, I am totally interested in some insight into GOMs plans regarding maps. For example if they already know which maps will be taken out of the pool next, which of your maps will replace them, what they want in their maps in the future and everything like that. Would be so cool if you would post something about that, LS. ![]() | ||
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monitor
United States2408 Posts
I feel that you had intended each player to take expansions in their own corner, probably the one closer to their natural since the distance is shorter. This is what I mean. The corner 3rd is the closest if you break down the rocks, so it is the obvious third to take. Since the 4th and 5th bases are so close, they cannot be split between players (one player will take both). Additionally, taking your 3rd and the opponents 5th would require you to spread your army out far too much- and this would make the 4th an unusable expansion. So thus, I conclude that each player takes expansions in their own corner as drawn. I feel the problem with this concept is that it is extremely difficult to get off of 2 bases, because of the short rush distance, the long distance to a 3rd, and the rocks offering an aggressive option into the natural. However, once you do get a 3rd, the game becomes a macro fest because suddenly the distance to attacking your opponent has become longer, and your next expansions makes it even longer. The 3rd is really harder to hold than the 4th, which seems counter-intuitive to me. Zerg can take the 4th before the 3rd and be safer, but Protoss really can't risk spreading out that far unless they're doing an unusual build. The opponents distance to your main is pretty short in the late game, so it'll will probably be attacked first. Defending your main, natural, 3rd, and 4th late game require you to move your entire army pretty far, and through some very tight chokes. This leaves your other expansions completely vulnerable to run-bys or harass, which can be nice, but also makes holding the expansion very difficult. I think it would be nice to see some sort of intermediate expansion between your natural and third, to help bridge the gap between 2base all-ins and 3base macro games. Something like this could be a nice expansion for Protoss and Terran to take, maybe even Zerg. This option would be good because you don't have to spread out as much to take the 3rd, and you can still be aggressive. But it also sort of messes up the corner expansions, because they're basically free once you take it. Note: I can't quite tell if you can walk through the center. I had been thinking you can, but let me know if you can't. | ||
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See.Blue
United States2673 Posts
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KaBoom300
United States225 Posts
my only problem is that it seems the natural is super far from the main. Would be really hard to defend against mutas, drops, etc... | ||
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mangoloid
100 Posts
The aesthetics look great, but (as others have said) it's kind of hard to distinguish certain features. I would love to see some in-game screenshots. (Or some replays, at least until this is published on other servers.) Anyway, I think the twilight forest setting is really cool. | ||
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Larsin
Netherlands162 Posts
It will never go past 2 base since the 3rd is miles away. auto loose for zerg. | ||
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Ragoo
Germany2773 Posts
On July 20 2011 16:46 Larsin wrote: look awesome, but bad to play on. It will never go past 2 base since the 3rd is miles away. auto loose for zerg. It actually favors Zerg to have a far away third where you can expand away from your opponent and sucks for Terran and especially for Protoss. See Crossfire or even Testbug PvZ. | ||
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enecateReAP
United Kingdom378 Posts
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Yew
United States940 Posts
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sTYleZerG-eX
Mexico473 Posts
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garbobjee
19 Posts
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The_Templar
your Country52797 Posts
![]() Well, not really , but it's the same idea, executed much better. | ||
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WArped
United Kingdom4845 Posts
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PeZuY
935 Posts
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Goibon
New Zealand8185 Posts
I wish i could see more maps entering competitive play quicker. I know that's not idea from a player perspective due to learning maps etc, but the map turnover just seems too slow. Not that it has to be, i don't know what is best for map rotations. But i want more maps. Me me me. | ||
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, but it's the same idea, executed much better.