![[image loading]](http://i.imgur.com/zLt4K.jpg)
![[image loading]](http://i.imgur.com/SUmjc.jpg)
![[image loading]](http://i.imgur.com/XPshs.jpg)
![[image loading]](http://i.imgur.com/eG7Pc.jpg)
Playable 128×128
Published KR
Created by LSPrime
www.SC2Prime.com
cafe.naver.com/xlalc
Just Texture Experiment
ZhaKul'Das(base) + Ulaan +niflheim
| Forum Index > SC2 Maps & Custom Games |
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LS
Korea (South)145 Posts
![]() ![]() ![]() ![]() Playable 128×128 Published KR Created by LSPrime www.SC2Prime.com cafe.naver.com/xlalc Just Texture Experiment ZhaKul'Das(base) + Ulaan +niflheim | ||
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Yoshi Kirishima
United States10364 Posts
Isn't this a new version of that older map "Black Forest" ? Thanks for making once again! | ||
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LS
Korea (South)145 Posts
On July 15 2011 06:31 Yoshi Kirishima wrote: OMG yay! Isn't this a new version of that older map "Black Forest" ? Thanks for making once again! | ||
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FlopTurnReaver
Switzerland1980 Posts
Can you post an overview picture with different lighting or some analyzer pictures? ![]() I really like the atmosphere ![]() | ||
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neobowman
Canada3324 Posts
Looks like a WC3 map with all the trees. I like the ambience. I loooooove the natural design. | ||
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LunaSaint
United Kingdom620 Posts
The mood is really special here. Still, quiet. Would be a shame to have a battle on somewhere like this. : ( | ||
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PandaBlunt
United States292 Posts
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chocopaw
2072 Posts
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DeepBlu2
United States975 Posts
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LS
Korea (South)145 Posts
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Yoshi Kirishima
United States10364 Posts
So yeah, this will be even better :D Edit: Maybe I can't tell from the picture, but is there still a neutral creep tumor at the natural? | ||
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eTcetRa
Australia822 Posts
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Randomaccount#77123
United States5003 Posts
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ihasaKAROT
Netherlands4730 Posts
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Ulfsark
United States958 Posts
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Anomandaris
Afghanistan440 Posts
I will test as soon as it is published on eu. | ||
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Rareware
Canada340 Posts
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Hassybaby
United Kingdom10823 Posts
Looks sooo good though, gotta have a game on this map when I get him. quick question though, and I may be asking this because the room where I'm working is really bright and I cant see it properly... Where are the mains? ![]() | ||
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Fearlezz
Croatia176 Posts
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DisaFear
Australia4074 Posts
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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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SaltyDog
Uganda73 Posts
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Doz
United States145 Posts
My suggestion, assuming you don't make any changes to an easier to access third, would be to swap the fifth almost with the protoss temple doodads. Or from the top perspective, space the 5th between the 4th and 3rd and move it south of the hole in the ground, and rework a little bit of the pathing. Otherwise looks pretty good | ||
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theqat
United States2856 Posts
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curreh
Australia265 Posts
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Yoshi Kirishima
United States10364 Posts
On July 20 2011 21:36 Yew wrote: LS, you and Jackie(I think that's his name?) make awesome maps, keep it up! This is LS Prime, am i missing something or is that a mistake? xD edit: nvm it makes sense i was reading it like a list lol aw still not uploaded to NA ![]() | ||
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TheAmazombie
United States3714 Posts
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Baby_Seal
United States360 Posts
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emc
United States3088 Posts
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InfestedHydralisk
Netherlands110 Posts
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KoTakUEurO
605 Posts
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mordek
United States12705 Posts
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