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[M] (4) Antiga Shipyard TE by prodiG - Page 3

Forum Index > SC2 Maps & Custom Games
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Prev 1 2 3 All
The Final Boss
Profile Joined February 2011
United States1839 Posts
August 14 2011 17:52 GMT
#41
On August 14 2011 04:33 FlopTurnReaver wrote:
True true. How bout you fix Searing Crater next?

I'm fairly certain that that is impossible even for somebody as talented as prodiG to make that map playable. Who knows though, great job with Antiga!
Hossinaut
Profile Joined June 2011
United States453 Posts
August 14 2011 19:51 GMT
#42
This looks amazing, and I wouldn't have commented except for the poll.

I put forced cross, and I would like to discuss why. It seems to me, regardless of the tanks-hitting-gas being changed, other abuse of that terrain is possible in closeR positions. like if both players are on 1 side of the map. As a Zerg player, my mutas can harass, then go defend my third no problem, and as I'm expanding away from the enemy, my expansions are safer, and the game is going to favor me in the long run. As a Terran player (for fun, been told I'm a better Terran than Zerg, but haven't tested it on the ladder) I don't like closeR positions because it seems to limit options I have of expanding, even to my third (against Zerg). It stretches me too thin while allowing the Zerg (specifically) to expand aggressively, and I can't do much about it. So to me, forced cross spawns would actually increase the map's balance by making players expand INTO each other, which, while is more Terran favored out of the two POVs I'm exploring here, it also means that the Terran cannot be spread so thinly potentially early in the game with harassment. This gives the Terran a greater chance in the long run to actually play a straight up macro game, and it gives the Zerg the same option, but without the ability to abuse certain map features.

All of this is my opinion and from experience, I have like a 70% win rate on this map specifically on ladder.
idkju
Profile Blog Joined March 2011
Canada51 Posts
August 15 2011 00:39 GMT
#43
thanks to your map changes and pointing it out now i can be ever so careful about those terran and their siege tanks on the ladder!!

But overall nicely done i'll look forward to seeing this being played in tournaments.
Blasterion
Profile Blog Joined October 2010
China10272 Posts
August 15 2011 01:09 GMT
#44
I really liked the cliff abuse though =(
[TLNY]Mahjong Club Thread
RodrigoX
Profile Joined November 2009
United States645 Posts
August 15 2011 02:01 GMT
#45
Sc2 community, solving everything. GJ PROD!!!!
We were all raised on televion that made us believe we'd all be Millionairs, Movie gods, and Rockstars..... But we won't.... We are slowly learning that fact. And we are very, very pissed off.
EnOmy
Profile Joined October 2010
Australia183 Posts
August 15 2011 02:07 GMT
#46
Looks really great. It's nice to see you doing what you can to fix Blizzard's maps.
GG WP //// 24yo.M
tQWannaBe
Profile Joined November 2010
Canada133 Posts
September 11 2011 18:07 GMT
#47
like GSL, no side spawn maybe ?
NO MERCY IN ENGINEERING
FeyFey
Profile Joined September 2010
Germany10114 Posts
September 11 2011 19:51 GMT
#48
On September 12 2011 03:07 tQWannaBe wrote:
like GSL, no side spawn maybe ?


i would make 2 player maps then, more place to make the map awesome .

And some call it fixing I call it taking out innovation ideas made by blizzard (some are good some are terribad, but i dislike that they are considered terribad right from the start x3). Though I agree that you are right with antiga having the highest chance to make it into tournaments. And with that ledge i guess it would make for quiet boring games, so it was a good move to fix it before it messes up tournaments.
tWR
Profile Blog Joined March 2011
Canada138 Posts
September 11 2011 20:53 GMT
#49
I like it, I feel like there should be more of this conversation with Blizz. I think when they make a map the aim for aesthetically pleasing before tactically viable.

Regardless! Thank you for going through and reworking the maps to make them 'balanced'!
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