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[M] (2) TPW Yuma - Page 2

Forum Index > SC2 Maps & Custom Games
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Meltage
Profile Joined October 2010
Germany613 Posts
December 22 2011 11:21 GMT
#21
I changed the gold into regular. It's a bit vulnerable still.

[image loading]
http://mentalbalans.se/aggedesign
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
December 22 2011 18:12 GMT
#22
If it's "a bit vulnerable" then why is it blocked by rocks?
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
lovablemikey
Profile Joined October 2010
264 Posts
December 22 2011 21:20 GMT
#23
What a studly map! Test away! As soon as I get a mouse, I'm going to play this bad boy.
Meltage
Profile Joined October 2010
Germany613 Posts
December 23 2011 01:51 GMT
#24
LoL. I totally frogot to remove the rocks. Do you think I should choke up the entranves some and make it slightly smaller?
http://mentalbalans.se/aggedesign
Meltage
Profile Joined October 2010
Germany613 Posts
January 02 2012 18:31 GMT
#25
Map update
- Nat chokes were changed to ~3 gateways from ~4 gateways.
- Removed rocks from the alt third bases (former golds, I forgot to remove them in last version >< ).
- Removed a total of 8 squares width from the middle gap. I felt it was slightly too wide. In effect, the paths around the middle gaps are 4 squares (a gateway width) wider in that area.
http://mentalbalans.se/aggedesign
Niso
Profile Joined November 2010
Australia148 Posts
January 03 2012 13:38 GMT
#26
Very nice map, but should be forced NW vs SE, given that they look a bit better than the other spawns, but if you insist on two different spawns, it is good that you have made them both balanced, I can only imagin if forced cross wasn't implemented haha.

GJ!~
Television version of a person
Meltage
Profile Joined October 2010
Germany613 Posts
January 03 2012 15:20 GMT
#27
On January 03 2012 22:38 Niso wrote:
Very nice map, but should be forced NW vs SE, given that they look a bit better than the other spawns, but if you insist on two different spawns, it is good that you have made them both balanced, I can only imagin if forced cross wasn't implemented haha.

GJ!~


Why do you like NE vs SE better than the other spawn?
http://mentalbalans.se/aggedesign
Chargelot
Profile Blog Joined December 2010
2275 Posts
Last Edited: 2012-01-03 15:25:14
January 03 2012 15:25 GMT
#28
May I just add that, aesthetically speaking, this is the greatest volcanic map I have ever seen, with special regard given to the surrounding pools of lava. Bravo, my good man, bravo.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
sCnDiamond
Profile Joined January 2011
Germany340 Posts
January 03 2012 15:43 GMT
#29
Just played this map. I think it's not suitable for professional play. It's just too beautiful and therefore distractive . Great work!
formerly spinnaker.
Niso
Profile Joined November 2010
Australia148 Posts
January 04 2012 06:06 GMT
#30
Why do you like NE vs SE better than the other spawn?


Speaking from a zerg perspective, it looks a bit easier to get a third down. The more I look at it, the less I dislike the other spawns though.
Television version of a person
rkffhk
Profile Blog Joined November 2010
474 Posts
January 04 2012 08:08 GMT
#31
The vertical third base is very open, and there's nothing wrong with that... but the choke between the natural and the third is very small, so if the army is out of position, it would be easy to force field them out and buy time for you to pick the third and retreat because the path around the force fields would take too long to traverse with tanks.
"Did not realize gold was such an important threshold for people, I guess I honestly take it for granted that if people practice / invest enough time into this game then they would make diamond in no time." ~Caihead
Meltage
Profile Joined October 2010
Germany613 Posts
January 04 2012 14:31 GMT
#32
On January 04 2012 17:08 rkffhk wrote:
The vertical third base is very open, and there's nothing wrong with that... but the choke between the natural and the third is very small, so if the army is out of position, it would be easy to force field them out and buy time for you to pick the third and retreat because the path around the force fields would take too long to traverse with tanks.


Hmm there is no very small choke between the nat and the third, I think. Which choke do you mean? have you checked in game?
http://mentalbalans.se/aggedesign
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