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[M] (4) CruX Lawinebahn

Forum Index > SC2 Maps & Custom Games
Post a Reply
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Jacky_
Profile Blog Joined March 2011
Korea (South)47 Posts
November 20 2011 16:35 GMT
#1
[image loading]

[image loading]

(4)Lawinebahn

Playable 156×156
Published KR

Created by JackyPrime (ther0243@naver.com)

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

- Distance is very long. But 3rd base to 3rd base(enemy's) is close, so you can't be boring at every game.

Main to Main distance :
 - 43 seconds (horizontal position)
 - 49 seconds (cross positionl)

Natural to Natural distance :
 - 32 seconds (horizontal position)
 - 39 seconds (cross positionl)

Uniqueness :
 - Vertical spawns disabled.
 - Units can't walk on Sight Blockers + Show Spoiler +
[image loading][image loading][image loading]

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Some pictures!
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Thanks to DCinside Starcraft2 Gallery Members! (about melee game test)
Jacky || Starcraft2 Official Map Designer || Master of JACKMADE || jackmade.tistory.com/ || twitter.com/JackSolute
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2011-11-20 16:41:49
November 20 2011 16:41 GMT
#2
Why did you disable only vertical positions? o_O Nvm I see why.
The center/areas horizontal of the center seems cramped.
Moderatorshe/her
TL+ Member
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2011-11-20 16:53:08
November 20 2011 16:46 GMT
#3
On November 21 2011 01:35 JackyPrime wrote:

[image loading]


very smart and interesting, overall really well designed on all levels. the only thing i am not a fan of is the snowwhite texturing. a bit hard to look at - except the shot i quoted - icy blue textures works.
exeONEmaxi
Profile Joined July 2011
Ukraine10 Posts
November 20 2011 16:59 GMT
#4
Cool map. Jacku good mapmaker. I wait this map on Eu server.
Antoine
Profile Blog Joined May 2010
United States7481 Posts
November 20 2011 17:01 GMT
#5
this is pretty cool! I like how the map seems to force action when players have their 3rds. my main concern is that the center is too narrow, particularly around the watchtower.
ModeratorFlash Sea Action Snow Midas | TheStC Ret Tyler MC | RIP 우정호
Roarzz
Profile Joined June 2011
United Kingdom16 Posts
November 20 2011 17:02 GMT
#6
Amazing map. <33333
HerO-Sage-Oz-Creator
chocopaw
Profile Blog Joined May 2011
2072 Posts
November 20 2011 17:06 GMT
#7
How did you come up with the name? :D For people who don't know, it's "avalanche path" in german.

Nice map, as always!
http://twitter.com/lechocopaw
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
November 20 2011 18:15 GMT
#8
I like the way this map looks as far as textures and doodads, but the terrain layout just doesn't "wow" me. The bases just look like they're thrown down in random places because the terrain wasn't architecturally designed for the base layout. That's just my opinion though.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Superouman
Profile Blog Joined August 2007
France2195 Posts
November 20 2011 18:23 GMT
#9
The players will be too confused by the unpathable LOS blockers, you have hundreds of doodads, and you have to use LOS blockers. Come on man, don't confuse the players and use other doodads, you even have invisible los blockers and pathing blockers, you can be a lot more creative.

Also, i don't understand the vertical position disabled, does it mean cross position only or horizontal + cross positions?
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
thezanursic
Profile Blog Joined July 2011
5478 Posts
November 20 2011 19:14 GMT
#10
Qill this make it into the GSL?
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
BreakfastBurrito
Profile Joined November 2011
United States893 Posts
November 20 2011 19:18 GMT
#11
Chokes, chokes everywhere, siege tank reigns supreme. seems like a gg zerg map.
one thing i do like is the middle positions though.
twitch.tv/jaytherey | Yapper891 if you are reading this, PM me. its Twisty.
lefix
Profile Joined February 2011
Germany1082 Posts
November 20 2011 19:46 GMT
#12
On November 21 2011 02:06 chocopaw wrote:
How did you come up with the name? :D For people who don't know, it's "avalanche path" in german.

Nice map, as always!


altho i think Lawinenbahn would be more proper german
funky name nonetheless
Map of the Month | The Planetary Workshop | SC2Melee.net
Kuja
Profile Blog Joined May 2011
United States1759 Posts
November 20 2011 23:14 GMT
#13
Bad zerg map, and great toss map if you get a toss who knows how to abuse it, balanced for terran id say.
“Who's to say that my light is better than your darkness? Who's to say death is better than your darkness? Who am I to say?”
XenoX101
Profile Joined February 2011
Australia729 Posts
Last Edited: 2011-11-21 06:54:12
November 21 2011 00:10 GMT
#14
The 4 center chokes and the 1 centermost chokes are far far too contentious (important), it will be too easy for a terran or protoss to lock that down with siege tanks or standby sentries that Zerg will be almost forced into muta play. Maybe you should make bridges at the top and bottom where the sections split off above and below the watchtower, to make little hallways that will at least give Zerg a bit more options than directly engaging the middle where they can have their army split up or lose to a defender's advantage.
a176
Profile Blog Joined August 2009
Canada6688 Posts
November 21 2011 01:44 GMT
#15
vertical is disabled ... what about cross? going through that tiny middle path, really?
starleague forever
NewSunshine
Profile Joined July 2011
United States5938 Posts
November 21 2011 05:28 GMT
#16
Interesting take on a multisymmetry map. I would definitely say taking the vertically opposite main looks like a viable strategy, especially for zergs, as they can use their high mobility to catch the enemy off guard. I do think, however, that instead of just a cut off path on the middle bottom/top(behind the center expansions), you could have a huge destructible rock blocking a path that uses that space. Would give more attack options, and although it's hardly ever used on abyssal caverns, I think a feature like that here would work nicely.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
DYEAlabaster
Profile Blog Joined August 2011
Canada1009 Posts
December 05 2011 02:26 GMT
#17
I'm wondering when this will make it's way onto NA, it just seems like it's such a good map, and I can't wait to play it
Phried
Profile Joined June 2011
Canada147 Posts
December 05 2011 02:32 GMT
#18
I love this map too much. Please let it come to AM soon.
Aunvilgod
Profile Joined December 2011
2653 Posts
December 15 2011 19:39 GMT
#19
On November 21 2011 02:06 chocopaw wrote:
How did you come up with the name? :D For people who don't know, it's "avalanche path" in german.

Nice map, as always!


He seemes to have problems with plural. He does not seem to have problems with maps though. Amazing map!
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
DYEAlabaster
Profile Blog Joined August 2011
Canada1009 Posts
March 05 2012 09:05 GMT
#20
This is a really amazing map, and would like to offer to port it over to the NA server for more people to enjoy. Please message me if this is a possibility.
algue
Profile Joined July 2011
France1436 Posts
March 05 2012 12:23 GMT
#21
Pretty amazing map I love it

The only drawback I could see is that there is only two path to go to the opponent base
Why not add some destructible rocks at the top and at the bottom of the map ? ( Like the two rocks on scrapstation remember ^^ )
[image loading]

Now there is 4 ways to go to the opponent base only in mid-late game
rly ?
Normal
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