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[M] (4) Burning Altar - Page 3

Forum Index > SC2 Maps & Custom Games
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NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2012-02-29 04:37:17
February 29 2012 04:33 GMT
#41
Although, as I've said, I really like this map, I feel it does neatly demonstrate a principle that makes rotational 12 base maps almost impossible. If you put the 3rd's too close to one player, the map becomes too quadrant-y, which makes going to 4 bases a challenge(Antiga Shipyard comes dangerously close to behaving this way). Make the map smaller, to make an equidistant 3rd nearby both players, and the rush distances suffer. Keep the map large and the 3rds equidistant, and the 3rds are too far away.

Really, the execution of this type of map is awesome, but the basis of a 12 base, 4-player map made it a very nearly unwinnable battle. I love a lot about this map, and the aesthetics are awesome, but you might say it was doomed from the start.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Samro225am
Profile Joined August 2010
Germany982 Posts
March 08 2012 10:27 GMT
#42
hey guys, i totally missed the vital discussion going on here. nice (:

i think Blizzard had looked at the map but did not approve it really, nevertheless as the author I still think it is a valid concept. It is not the actual distance to the third base that makes it hard to take third, but the design of the centre that makes it hard to hold(!) third.

there are several people who dismiss 12base rotational maps or rotational maps in general, but I believe both are valid concepts.

I explored the idea of "neutral" third bases in between main/nat and main/nat a bit more in my design for 16base 4 spawn Skartaris (link). while the map also has some problems it is an interesting take.

i will make further iterations on both designs in the coming weeks and hopefully will succeed in giving some more live to rotational maps.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
March 08 2012 13:37 GMT
#43
--- Nuked ---
NouMPSy
Profile Joined February 2012
United Kingdom13 Posts
March 08 2012 13:51 GMT
#44
personally really like this map. I play Protoss and this map is really easy to FFE on.

Furthermore, I love the fact you can choose where to get your third. The amount of different paths available after the destruction of rocks means that zerg have plenty of chances to flank or attack from several directions at once.

Also really like the colour scheme and general design of the map.

Really good job man
Play aggressive or dont play at all :)
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