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[M] (4) Firestorm - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 All
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2011-10-01 22:56:45
October 01 2011 22:53 GMT
#21
It's nice to see a morrow map again. ^^

However now that there's a double-sided bases 1v1 map, I can't post mine with any fanfare. ><

One trick I use in mine is that double-sided base has a couple mineral patches at something like 500-750, which means you can deal with drop harass from the far side much more easily after a short time of mining. In your case, using gold patches you can make 33% more (8 patches) and use 33% less capacity (1000 minerals) and maintain the same total resources. With high yield going faster, the minerals would be gone about 2x as fast as normal. Incidentally this weakens mules slightly because it kills the # patches faster --> less saturation.

Once a player takes either side of the double-sided base, it is almost always in their interest (defender) to have it open, so I think you should consider the low capacity option. Otherwise it seems too easy to harass.
Comprehensive strategic intention: DNE
Rasun
Profile Blog Joined October 2010
United States787 Posts
October 01 2011 23:40 GMT
#22
Its different, which I really like. I'm so tired of seeing same basic layouts in maps that this one is a super refreshing change of pace. I like a lot of the concepts and the multiple paths leading everywhere. Good, very good.
"People need to just settle the fuck down!"- Djwheat <3
Flossy
Profile Blog Joined August 2011
United States870 Posts
October 02 2011 14:43 GMT
#23
At first I thought the double-side base placement was bad because it was to easy to secure and defend but I realized it is hilariously easy to harras that worker line. I like.
etternaonline.com
VoirDire
Profile Joined February 2009
Sweden1923 Posts
Last Edited: 2011-10-09 23:51:34
October 09 2011 23:04 GMT
#24
Cool. My biggest concern is that tank pushes through one of the four high grounds in the middle will be very, very strong. It's very easy to get to and once terran controls the high ground between two bases the other player can't really move out of his nat.

EDIT: For non-cross position start locations.
EDIT2: Screens (vs computer).

[image loading]
[image loading]
TibblesEvilCat
Profile Joined March 2010
United Kingdom766 Posts
October 09 2011 23:26 GMT
#25
i like it , i would suggest having heavy loss blockers on the 4 ridges around the middle prevent building placements are force flying unit's. to slowdown tank push towards a zerg as, the extended choke means it's almost practically free roam.
Live Fast Die Young :D
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2011-10-09 23:35:07
October 09 2011 23:34 GMT
#26
--- Nuked ---
LazyScout
Profile Joined February 2010
United States223 Posts
October 14 2011 11:44 GMT
#27
wow, it actually looks really good in game
looks like an epic bw map
DurandaL917
Profile Joined December 2010
United States92 Posts
October 14 2011 12:17 GMT
#28
love the double sided base. adds a great dynamic to the game
we make post and then we defense it
Xenocryst
Profile Joined December 2010
United States521 Posts
October 14 2011 13:04 GMT
#29
that map makes my brain hurt
itkovian
Profile Blog Joined March 2011
United States1763 Posts
October 14 2011 18:52 GMT
#30
Woah, I really like the idea of the double sided gold. Never seen something like that before.
Cool idea!
=)=
rauk
Profile Blog Joined February 2009
United States2228 Posts
February 25 2012 23:36 GMT
#31
is this published on NA? i really want to try playing this map, might even push to have it in the USC lan kekeke
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2012-04-02 00:35:15
April 02 2012 00:31 GMT
#32
made a pretty big update today fixing alot. map is uploaded to EU and is called Firestorm 1.1

Update 1.1
-Removed the low ground cliff in the natural
-Modified the wallin between main to natural so it still takes 3 buildings to wall in but now 1 force field is enough to wall
-3rd base pushed back slightly towards the edges and small cliff added outside of it
-Texture improvements
-Moved main base start location slightly closer to the choke
-Pushed back the natural ramp slightly inwards
-Units can now move behind the watchtowers
-Backdoor expansion mineral changed from 6gold mineral and 2 gas to 6mineral and 2 gas
-Reduced the amount in the minerals from 1500 to 1000 and 2500 to 1500 in the geysers
-Fixed mineral and geyser layouts in the backdoor expansions for proper and balanced ways to pylon jump with probes (takes 1 gas and 1-2pylons on all positions in and out now)
-Changed the rock debris from huge diagonal to standard 6x6
-High ground vision is now needed to attack the destructible rocks in the main
-Mineral and geyser layouts changed on almost every single base for practical reasons
Progamerpls no copy pasterino
Darkkal
Profile Blog Joined May 2010
United States60 Posts
April 02 2012 01:09 GMT
#33
On April 02 2012 09:31 MorroW wrote:
made a pretty big update today fixing alot. map is uploaded to EU and is called Firestorm 1.1

Update 1.1
-Removed the low ground cliff in the natural
-Modified the wallin between main to natural so it still takes 3 buildings to wall in but now 1 force field is enough to wall
-3rd base pushed back slightly towards the edges and small cliff added outside of it
-Texture improvements
-Moved main base start location slightly closer to the choke
-Pushed back the natural ramp slightly inwards
-Units can now move behind the watchtowers
-Backdoor expansion mineral changed from 6gold mineral and 2 gas to 6mineral and 2 gas
-Reduced the amount in the minerals from 1500 to 1000 and 2500 to 1500 in the geysers
-Fixed mineral and geyser layouts in the backdoor expansions for proper and balanced ways to pylon jump with probes (takes 1 gas and 1-2pylons on all positions in and out now)
-Changed the rock debris from huge diagonal to standard 6x6
-High ground vision is now needed to attack the destructible rocks in the main
-Mineral and geyser layouts changed on almost every single base for practical reasons


Any plans on having someone publish it officially to the NA server?
Kmatt
Profile Joined July 2011
United States1019 Posts
April 02 2012 01:18 GMT
#34
Can you update the OP to have a picture of the new version?

On another note, I feel like this could make for a really good 6m1hyg map.
We CAN have nice things
MorroW
Profile Joined August 2008
Sweden3522 Posts
April 02 2012 03:13 GMT
#35
On April 02 2012 10:18 Kmatt wrote:
Can you update the OP to have a picture of the new version?

On another note, I feel like this could make for a really good 6m1hyg map.

the op has the new version picture xd
Progamerpls no copy pasterino
monitor
Profile Blog Joined June 2010
United States2408 Posts
April 02 2012 03:22 GMT
#36
On April 02 2012 12:13 MorroW wrote:
Show nested quote +
On April 02 2012 10:18 Kmatt wrote:
Can you update the OP to have a picture of the new version?

On another note, I feel like this could make for a really good 6m1hyg map.

the op has the new version picture xd


Lols. The old meme was "siege tanks op". Now its "would be a good 6m map".

Great work MorroW. I retract all of my concerns I posted months ago. I really like the design features and concepts used in the layout. The only thing I'm afraid of is PvP because it is really aweful on flat main chokes. Maybe it won't be as bad here because the natural's ramp is so close.
https://liquipedia.net/starcraft2/Monitor
MorroW
Profile Joined August 2008
Sweden3522 Posts
April 02 2012 03:23 GMT
#37
On April 02 2012 12:22 monitor wrote:
Show nested quote +
On April 02 2012 12:13 MorroW wrote:
On April 02 2012 10:18 Kmatt wrote:
Can you update the OP to have a picture of the new version?

On another note, I feel like this could make for a really good 6m1hyg map.

the op has the new version picture xd


Lols. The old meme was "siege tanks op". Now its "would be a good 6m map".

Great work MorroW. I retract all of my concerns I posted months ago. I really like the design features and concepts used in the layout. The only thing I'm afraid of is PvP because it is really aweful on flat main chokes. Maybe it won't be as bad here because the natural's ramp is so close.

yes i understand your concern about it. thats why i buffed it by moving the main abit closer to the chokepoint plus allowing 1 forcefield to block it.
stopping 4gate here should be much easier than on tal darim i feel but still harder than a normal ramp map
Progamerpls no copy pasterino
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2012-04-02 04:00:52
April 02 2012 03:59 GMT
#38
nevermind
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
AssyrianKing
Profile Blog Joined August 2011
Australia2116 Posts
April 02 2012 04:51 GMT
#39
Make a 6m version?
John 15:13
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