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[M] (2) Rock Bottom - Page 2

Forum Index > SC2 Maps & Custom Games
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Johanaz
Profile Joined September 2010
Denmark363 Posts
November 28 2011 02:14 GMT
#21
On November 28 2011 10:35 Conquerer67 wrote:
Are the nats siegeable from the thirds?


Nope. Too far.
The high ground in between is unpathable.
TPW Map Maker - theplanetaryworkshop.com
Johanaz
Profile Joined September 2010
Denmark363 Posts
November 29 2011 14:43 GMT
#22
Update:

Removed gimmicky crystals in the center; they were a bit annoying for Zerg in particular in large battles.
Speaking of battles, I have been hosting some testgames again. The map seems to play well except I´m not really a good judge of that (biased/incompetent). Please watch this replay and tell me what you think.

Rock Bottom - PvZ - DLMredBullX vs EpicnamE.SC2Replay

I use "Mar Sara night test" lighting, with slightly heightened contrast, which looks really atmospheric, however pylon fields and Archons look too gamma´ish but I can´t seem to fix it in the lighting editor. I wonder if anyone can help me identify the cause of this. But, please watch the replay to see exactly what I mean.

Thanks.
TPW Map Maker - theplanetaryworkshop.com
lovablemikey
Profile Joined October 2010
264 Posts
Last Edited: 2011-11-29 23:00:16
November 29 2011 22:41 GMT
#23
Top notch stuff. The layout is great. You have bases toward the center, fun LOS areas, just enough bases, just enough space, etc. How cool is this map?!

EDIT: You're at the test point. Get some replays for me to watch!
Johanaz
Profile Joined September 2010
Denmark363 Posts
Last Edited: 2011-11-30 17:11:27
November 30 2011 14:35 GMT
#24
There seem to be a general consensus towards phasing out gold bases. Even if I did spend a lot of time adjusting this layout to avoid the gold bases being terran auto-win and more accessable to Zerg, they still leave protoss with a problem.
Ragoo suggested I might try a 6 min 3 gas expo instead, so that´s what I´ll do. I´ll go and test it as well and post some more replays. In the meantime take a look; I removed 2 mineral patches and put a high yield gas instead. I placed it further away, so that it takes 5-6 workers to saturate it and right next to the cliff, so that it can easily be shut down by roaches. Kinda like the one on LSPrime´s starship map.

[image loading]


edit:@mikey - I posted one replay above, more will come later as I get more testgames
TPW Map Maker - theplanetaryworkshop.com
lovablemikey
Profile Joined October 2010
264 Posts
December 01 2011 02:28 GMT
#25
How is it that this map isn't blowing up the forum?! I'm super retarded for this map. It's so good!

I'm always skeptical about different takes on resource gathering, aside from subtracting a few piles or a geyser. So, I'm not fond of the 3 geyser 6 mineral set up. I would make them regular blue bases.
Johanaz
Profile Joined September 2010
Denmark363 Posts
December 01 2011 18:12 GMT
#26
Still testing

Current version has a super-wide open center. I litterally felt fear on behalf of the protoss player when he moved his deathball into those creeped up killing fields.

+ Show Spoiler [screenshots] +
[image loading]AAaaaaahhrrrhhaaarrghhh Wish I had more Sentries :O

[image loading]Noooooooooooo!!!
TPW Map Maker - theplanetaryworkshop.com
lovablemikey
Profile Joined October 2010
264 Posts
December 02 2011 22:11 GMT
#27
Ooo, I like those screen-shots. I wish there were more showing different parts of the map in action. I'm still super excited about this map. I think it's great! You should enter it into one of the map contests.
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