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[M] (2) Chupung-Ryeong - Page 2

Forum Index > SC2 Maps & Custom Games
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Camlito
Profile Blog Joined July 2007
Australia4040 Posts
November 24 2011 13:53 GMT
#21
I just realised how little bridges there are in SC2, if any. Always a nice aesthetic feature T_T. Love the map too, very unique BW map (i found ZvT quite fun on it)
sAviOr...
Samro225am
Profile Joined August 2010
Germany982 Posts
November 24 2011 14:53 GMT
#22
On November 24 2011 21:55 Ragoo wrote:
Thanks for all the feedback guys!! Appreciate that a lot!

I see a lot of people want bridges to the fifth. That changes the map A LOT imo. T and P would probably take that base as a third and against Z the Z would then take his own fifth as third cos the normal third (the corner base) would be too close to the T/P's third.
That changes the flow of the map a lot and I'm not sure I like this (since this isn't my own map I don't understand everything about it that well, and I didn't test it yet either^^).
Also I think that just makes it that much harder to go from 3 to 4 bases, cause in the normal layout when you defend the third you are already set up very well to defend the fourth.

I'd rather move the third closer to the nat to fix the problem (if there is one).

Also the middle bases don't rly harm the map as far as I can see, so they stay for now.


then test it and get it tested. imo it is great to have the option to expand against a primary pattern and by doing so emphasize decisions by both players to expand here or there in order to effect the opponent's pattern depanding each matchup.
Holgerius
Profile Blog Joined January 2009
Sweden16951 Posts
November 24 2011 16:03 GMT
#23
There is no sneaky spot behind the nat, like in the original. O_o
I believe in the almighty Grötslev! -- I am never serious and you should never believe a thing I say. Including the previous sentence.
Ragoo
Profile Joined March 2010
Germany2773 Posts
November 24 2011 16:19 GMT
#24
On November 25 2011 01:03 Holgerius wrote:
There is no sneaky spot behind the nat, like in the original. O_o


True... part of me wants to put it in so it's more like the original, but then again I don't know why it should be there...

Also in the originial Chupung-Ryeong there just highground from the main behind the natural, in Sin Chupung-Ryeong there was a small highground and behind it the that sneaky spot.
In my version there's neither.. which might also make it harder to defend mutas, which might prove problematic in tests and then I'd change it.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 25 2011 07:24 GMT
#25
On November 25 2011 01:19 Ragoo wrote:
Show nested quote +
On November 25 2011 01:03 Holgerius wrote:
There is no sneaky spot behind the nat, like in the original. O_o


True... part of me wants to put it in so it's more like the original, but then again I don't know why it should be there...

Also in the originial Chupung-Ryeong there just highground from the main behind the natural, in Sin Chupung-Ryeong there was a small highground and behind it the that sneaky spot.
In my version there's neither.. which might also make it harder to defend mutas, which might prove problematic in tests and then I'd change it.


Making it easier to catch mutas here would be only good, the 3rd is already very difficult PvZ or TvZ. (This is from the perspective of trying to make it playable in the current sc2 style.)
Comprehensive strategic intention: DNE
Baseic
Profile Joined March 2011
Netherlands310 Posts
November 25 2011 09:46 GMT
#26
Very original map, would love to play on this one.
I don't dare to comment on the balance because it's so original.
Etc.
Ragoo
Profile Joined March 2010
Germany2773 Posts
November 25 2011 21:57 GMT
#27
Updated to version 1.1!

- third made easier: closer to your nat, farther away from the opponent, mineral line rotated 90°
- now there is the area behind the nat like on the original Sin Chupung-Ryeong; you can use it for some sneaky attacks and harrassements or to defend air (especially mutas) easier; also allows faster reinforcement for Colossi to the third and an additional reaperpath
- cos of the changes the mapsize changed to 112x166

The new version is uploaded on EU. I'll get it on NA asap (just bought an NA account today) !
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Ragoo
Profile Joined March 2010
Germany2773 Posts
December 02 2011 20:23 GMT
#28
Uploaded new Version to EU and NA.

Changes:
- added fish, birds and critters

How could I ever upload this map without animals!?
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
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