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[M] (2) Monlyth Memories - Page 2

Forum Index > SC2 Maps & Custom Games
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WniO
Profile Blog Joined April 2010
United States2706 Posts
September 04 2011 16:25 GMT
#21
On September 04 2011 20:55 Sea_Food wrote:
Show nested quote +
On September 04 2011 20:00 WniO wrote:
On September 04 2011 16:11 Sea_Food wrote:
FE so easy for terran and protoss, but 3rd so hard for zerg. To fix the map you must either:
1. Remove the rocks blocking the 6 and 12 bases.
2. raise the 7 and 1 bases from low ground to normal grouund. I would prefer this because it would allow this map to be more unique.

Do either of thoseand you have an awsome map.

EDIT: just noted that the bottom mid base is far more attackable from low ground than the top mid base. Not cool man.

FE is also "so easy" for zerg so i dont see your point there. the third is not that difficult to hold, youd have to play it, the ramps are facing the defender and attacking into it is cumbersome, i also added some LoS blockers by the naked outside part by the mineral lines, (which is not in the overview.)
your point about the 7/1 base is interesting and i might do something of the sort, but yeah i really dont give a shit about some tiny imbalance over a semi base.

I have no idea what base you ment with third. I see 3 viable 3rds in this map, one of them only has 1 ramp and with the other 2 both of the ramps most defenitly do not face the defender. Also easy natural but hard 3rd is a very zerg unfavored feature ( see jungle basin).

yeah, taking the third has a couple different options but you should take
+ Show Spoiler +
[image loading]
also, the highground third here has 2 easy ramps to defend, and like i said before are facing AWAY from the attacker. realistically theres only 1 ramp to defend since the other path goes all the way around and is vulnerable to the ledge of the third. jungle basin has FOUR entrances and the middle is highly unforgiving for terran siege pushes. Here, on monlyth if a terran takes his third and starts pushing you are free to expand away from him for the 4th and 5th bases as well as plenty of counterattack paths. but enough of explaining the map just go and test it for yourself! i will be making some small changes though so thanks for your feedback.
Ragoo
Profile Joined March 2010
Germany2773 Posts
September 04 2011 16:33 GMT
#22
Your map really has a nice expansion layout with very possible expansion patterns. Especially the middle highground base is very interesting.

I like this map : )
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
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