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[M] (4)Calm before the storm

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 3 Next All
Jacky_
Profile Blog Joined March 2011
Korea (South)47 Posts
Last Edited: 2011-10-28 07:57:32
July 29 2011 08:45 GMT
#1
[image loading]

(4)Calm before the storm

Playable 160×160
Published KR

Created by JackyPrime(ther0243@naver.com)

www.SC2Prime.net
cafe.naver.com/xlalc

Bases - 16 ( 0 gold bases )
Nat2nat - 32 seconds

ScreenShot - old version
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

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[image loading]
Jacky || Starcraft2 Official Map Designer || Master of JACKMADE || jackmade.tistory.com/ || twitter.com/JackSolute
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
July 29 2011 08:52 GMT
#2
Wow thatss a big map. Why are there rocks at the 4th / 5th? Is going out of your main area not punishment enough to take those bases?
KCCO!
GenesisX
Profile Blog Joined February 2010
Canada4267 Posts
July 29 2011 09:18 GMT
#3
Why are there so many rocks everywhere? Where is Zerg supposed to take a fast 3rd, or is that not possible on this map? :o

Beautiful map though.
133 221 333 123 111
transience
Profile Joined February 2011
Belgium74 Posts
July 29 2011 09:36 GMT
#4
Is that a Xel'Naga Watchtower on the ledge closing off the main entrances? I can't help but think that three base turtlefests by Protoss are going to ruin a Zerg's life on this map. Also rocks. =(
Violence is the last refuge of the incompetent.
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 29 2011 09:38 GMT
#5
I don't understand why there are rocks everywhere, are you aiming for the Dustin Browder award next MotM?

I think you should at least consider making some rocks like the gold rocks on Testbug, so they block the minerals but don't block building a main building. That wouldn't be that Terran favored.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
July 29 2011 09:47 GMT
#6
On July 29 2011 18:38 Ragoo wrote:
I don't understand why there are rocks everywhere, are you aiming for the Dustin Browder award next MotM?

Nevarrrrrrr! Its miiiine aaaalll miiiine muhahaha
KCCO!
Jacky_
Profile Blog Joined March 2011
Korea (South)47 Posts
Last Edited: 2011-07-29 10:01:05
July 29 2011 10:00 GMT
#7
ALL//
Pro-gamers are testing this map. If it has problems, I modify.
Thank you for your opinion and I'll refer them before modify this map. :D
Jacky || Starcraft2 Official Map Designer || Master of JACKMADE || jackmade.tistory.com/ || twitter.com/JackSolute
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
July 29 2011 11:03 GMT
#8
I'm not really a fan of the 3rd base setup. Also I agree with the rock oversaturation.

Btw. I think your first picture is of an old version, at least the natural choke looks different to the one on the angled overview
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Exstasy
Profile Joined August 2010
United Kingdom393 Posts
July 29 2011 12:31 GMT
#9
Less rocks please Jacky =D, Although superb Layout and aesthetics.
Kawoomba
Profile Joined October 2011
20 Posts
October 27 2011 19:56 GMT
#10
Bumped for being the new GSL map.

Looks like a map it is easy to 3 base turtle on, which imo favors T and P over Z. There's a Xel Naga tower conveniently positioned so that there's no surprise attack, and the area for a potential muta harrass is quite small geometrically speaking once the 3 bases are up.
Stipulation
Profile Blog Joined April 2009
United States587 Posts
October 27 2011 20:02 GMT
#11
I feel for Zerg on here. Pvp is going to be really interesting with the xelnaga outside the nat.
lefix
Profile Joined February 2011
Germany1082 Posts
October 27 2011 20:09 GMT
#12
there is only a xel naga in the center, that thing outside the nat is just map decoration
Map of the Month | The Planetary Workshop | SC2Melee.net
Twisted51
Profile Joined June 2011
United States1 Post
Last Edited: 2011-10-27 20:33:53
October 27 2011 20:15 GMT
#13
There is no Xel Naga outside the Natural. It's just a statue, but from the overhead view it does look like a watchtower. The only tower on the map is in the very center.

What is interesting is how every single base can be choked in rather easily. Meaning zerg will have to go either nydus or air as decent sim city can prevent pretty much all flanks.

The easily available third I think is kind of good, as we atm we really only get a 2base w/ a choke or a 1base w/ an open natural creating a meta game focused on denying the third and operating primarily off 2 mining bases. A 3 base map should cause some interesting macro play, however previous attempts haven't been exactly perfect (ie typhon). All in all unless 3 base maps are just inherently imbalanced this helps give us a variety of easy to defend 1, 2 and 3 base maps. Which should hopefully create some variation in play. Like terran trying mech against toss due to the extra income, etc.
EnclaveUSA
Profile Joined August 2011
United States18 Posts
October 27 2011 20:25 GMT
#14
I want water around islands instead rocks and landscape holes.
psteeleneg
Profile Joined June 2011
48 Posts
October 27 2011 20:35 GMT
#15
The map is HUGE. You'd think it would be good for macro, but rocks at your 3rd, 4th and 5th? No fast 3rd for anyone and an annoying hassle for everyone. Should be rocks at the 3rd that's tucked in attached to the main, but not on each side's 4th.

Other than that it's a good map. Any map that doesn't have a gold is a huge plus from me.
SpecFire
Profile Joined December 2010
United States1681 Posts
October 27 2011 20:38 GMT
#16
ick.. why so many rocks. and why are 4th 5th so far away...
•|SlayerS_MMA| • Ryung • Fin • Puzzle •
FeyFey
Profile Joined September 2010
Germany10114 Posts
October 27 2011 20:53 GMT
#17
i like the map, they should disable cross position ^^. Because then the zerg can go Colosseum style always. It means once you have your save 3 bases on your side you will take the opposing main, so if the terran or toss attacks the zerg will have way more time to react and the toss/terra will always bring their army out of posi. Not seen often in sc2 though so i don't have many hopes especially since nydus is helpful there.
But damn this map is soooooo anti muta and drop x3. Meta game breaker, so i am really curious the playstyle should get pretty different in many matchups.
zev318
Profile Joined October 2010
Canada4306 Posts
October 27 2011 21:01 GMT
#18
on first look this is like terran heaven.

3 easy bases, even the 4th is kinda easy. only 1 way into the natural + high ground for siege tanks to siege the only way into the natural. i dont think the map is open enough, everywhere u go u have to go through a ramp or a tight choke.
00Visor
Profile Blog Joined February 2011
4337 Posts
October 27 2011 21:06 GMT
#19
On October 28 2011 06:01 zev318 wrote:
on first look this is like terran heaven.

3 easy bases, even the 4th is kinda easy. only 1 way into the natural + high ground for siege tanks to siege the only way into the natural. i dont think the map is open enough, everywhere u go u have to go through a ramp or a tight choke.


Same was said about crossfire. And there weren't even that many attack pathes.
Lets wait and see.
arb
Profile Blog Joined April 2008
Noobville17921 Posts
October 27 2011 21:12 GMT
#20
Did you get your inspiration for this map from the BW map Luna? And just decided to add backdoor expos ofc
Artillery spawned from the forges of Hell
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