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[M] (2) CruX Metropolis

Forum Index > SC2 Maps & Custom Games
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1 2 3 4 5 6 Next All
LS
Profile Joined March 2011
Korea (South)145 Posts
Last Edited: 2011-12-27 11:43:31
December 03 2011 05:01 GMT
#1
Map Overview
+ Show Spoiler +

[image loading]

[image loading]

[image loading]
(4)Metropolis
Suggest players 4
Playable 150 X 150
Published KR

Created by LSPrime

Plains of Despair
http://teamcrux.tistory.com/19

More Screenshot
+ Show Spoiler +

[image loading]

[image loading]

[image loading]
LunaticSounds KeSPA/GSL Map Creator TeamCrux [Twitter @LunaticSound]
NewSunshine
Profile Joined July 2011
United States5938 Posts
December 03 2011 05:15 GMT
#2
Absolutely gorgeous map, I'm seriously jealous. Not just the aesthetics though - although that part is really sick - the layout looks cool too. The creep tumors look out of place though, visually speaking. I think just for fun you could try a hostile missile turret though
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
LS
Profile Joined March 2011
Korea (South)145 Posts
Last Edited: 2011-12-03 09:53:19
December 03 2011 05:26 GMT
#3
[image loading]
and zerg can not build hatchery before remove creep tumor

On December 03 2011 14:15 MisfortuneS Ghost wrote:
Absolutely gorgeous map, I'm seriously jealous. Not just the aesthetics though - although that part is really sick - the layout looks cool too. The creep tumors look out of place though, visually speaking. I think just for fun you could try a hostile missile turret though

LunaticSounds KeSPA/GSL Map Creator TeamCrux [Twitter @LunaticSound]
Tazerenix
Profile Joined December 2010
Australia340 Posts
December 03 2011 05:52 GMT
#4
Very nice map~

I assume there are no close by ground spawns?

If you want LSPrime I can upload to NA for you.
Hydrox911
Profile Joined October 2010
United Kingdom261 Posts
December 03 2011 06:37 GMT
#5
Beautiful map, would love to see some pro games on this.
No, Your Quote.
Rikke
Profile Joined November 2011
Germany302 Posts
December 03 2011 06:42 GMT
#6
Looks awesome, there are way to few City-Maps. I hope we see it in the GSL.
TheAmazombie
Profile Blog Joined September 2010
United States3714 Posts
December 03 2011 07:50 GMT
#7
This is interesting. I like the middle, fully of various chokes and paths, but with open enough bases. This is something which, I am not sure is good or not, but is definitely interesting not as explored so far in the game.

Also, the creep tumor is a nice touch there.
We think too much and feel too little. More than machinery, we need humanity. More than cleverness, we need kindness and gentleness. Without these qualities, life will be violent and all will be lost. -Charlie Chaplin
Amlitzer
Profile Joined August 2010
United States471 Posts
Last Edited: 2011-12-03 08:08:19
December 03 2011 07:51 GMT
#8
Absolutely stunning map, another job well done LSPrime. I do have one concern I would like to raise though that worries me; it seems like it's really easy for a player, especially a terran, to turtle off of 5 bases and then push out with a 200/200 army. Also, do you mind telling me if it's possible for a siege tank to attack the mineral line and/or gas of the middle non-island expos from one of the mains?
"Not even justice, I want to get truth!"
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
December 03 2011 09:42 GMT
#9
If you didnt know this is just reskin of plains of despair.
UnOv3rRaT3d
Profile Joined November 2011
United States6 Posts
December 03 2011 09:47 GMT
#10
I just jizzed in my pants... DLing this ASAP! Will post feedback soon.
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
December 03 2011 11:12 GMT
#11
This one has split map scenario written all over it - even more than Shakuras. :/

Not sure that is a problem per se, but I prefer maps that do not highly encourage that.
I love.
Hermanoid
Profile Joined March 2011
Sweden213 Posts
December 03 2011 11:21 GMT
#12
Unless the creep tumors have drains with a 200 cubic meter/second airflow underneath them (creep moves out of the way faster), the islands are going to be easier to take for Z. I'm all for the idea of a hostile turret instead, or covering the area with scantipedes on hold.
xyzåäö
Superouman
Profile Blog Joined August 2007
France2195 Posts
December 03 2011 11:28 GMT
#13
I don't see the utility of creeped islands. Players take islands so rarely and you put a handicap to the one wanting to take it. For example, on Sanshorn Mist AE, i never saw any player take the islands, and they don't have anything blocking them.
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
Hermanoid
Profile Joined March 2011
Sweden213 Posts
December 03 2011 11:43 GMT
#14
At the same time, a fortified island taken during a period when one is ahead can be very hard for the opponent to break, right? That should even things up. I'd personally like to see top tier pros battle with island expansions on the map once more. The last time we saw that might not even have been this year, and things have changed since then.
xyzåäö
Conquerer67
Profile Joined May 2011
United States605 Posts
Last Edited: 2011-12-03 12:01:47
December 03 2011 12:00 GMT
#15
Nice job. It looks like it would have the same type of games as the regular metal does, only with islands.

And as for the creeped islands, I think it doesn't really matter if it has a tumor or not. Except in really early game, any decent zerg should have any islands creeped up themselves, so this is just so that Terran can't exploit the lack of overlord creep spread in the early game.

EDIT: And in PvT, would you rather have rocks and have to drop your army in to clear the expo?
I hate when people compare SC2 and rochambeu. One race isn't fucking supposed to counter another one. | Protoss isn't OP. Their units on the other hand....
Ruscour
Profile Blog Joined April 2011
5233 Posts
December 03 2011 12:32 GMT
#16
On December 03 2011 20:28 Superouman wrote:
I don't see the utility of creeped islands. Players take islands so rarely and you put a handicap to the one wanting to take it. For example, on Sanshorn Mist AE, i never saw any player take the islands, and they don't have anything blocking them.

I think you would've seen it more by Terrans as players got on the map before because a lot of Terrans are starting to take a hidden base, drop all their MULEs there so that they get more out of their main/natural. The creep tumor prevents that...but I can't really see how island bases would be a good idea for any other race. For Zerg unless you use that specific Hatchery for muta production (which requires more macro actions and such), you need a macro hatch to make up for the production, they're pretty much impossible to take for Protoss (unless they open Phoenix or something) and probably too good for Terran in comparison.

If anyone could explain why islands are good for gameplay, I'm all ears, I just don't see it.
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2011-12-03 12:57:11
December 03 2011 12:55 GMT
#17
it looks really nice

but i dont like this movement towards easy and safe thirds


On December 03 2011 18:42 Sea_Food wrote:
If you didnt know this is just reskin of plains of despair.


nor do i like this movement of reskinning maps and releasing them as 'new'
starleague forever
Sloke
Profile Joined February 2010
Germany2433 Posts
December 03 2011 13:24 GMT
#18
Amlitzer:
Absolutely stunning map, another job well done LSPrime. I do have one concern I would like to raise though that worries me; it seems like it's really easy for a player, especially a terran, to turtle off of 5 bases and then push out with a 200/200 army. Also, do you mind telling me if it's possible for a siege tank to attack the mineral line and/or gas of the middle non-island expos from one of the mains?


The same concerns as i have with this layout. The 2 only chokes that seperates the 5 bases on one side from the middle are so small or should i say non-existend. And if u would say: "so it's ok just take more expos and harass" i think the air-space around the mains are also quiet small. Here a pic for better understanding:

+ Show Spoiler +
[image loading]


Land of Confusion - Genesis/Disturbed/Stella Starlight Trio
NunedQ
Profile Joined March 2011
Germany235 Posts
December 03 2011 13:40 GMT
#19
I agree with the posts saying turtling is too easy. Maybe you could make it possible for air units to fly behind the mains to harass the naturals and thirds?
Amlitzer
Profile Joined August 2010
United States471 Posts
Last Edited: 2011-12-03 20:34:46
December 03 2011 20:32 GMT
#20
On December 03 2011 22:24 Sloke wrote:
Show nested quote +
Amlitzer:
Absolutely stunning map, another job well done LSPrime. I do have one concern I would like to raise though that worries me; it seems like it's really easy for a player, especially a terran, to turtle off of 5 bases and then push out with a 200/200 army. Also, do you mind telling me if it's possible for a siege tank to attack the mineral line and/or gas of the middle non-island expos from one of the mains?


The same concerns as i have with this layout. The 2 only chokes that seperates the 5 bases on one side from the middle are so small or should i say non-existend. And if u would say: "so it's ok just take more expos and harass" i think the air-space around the mains are also quiet small. Here a pic for better understanding:

+ Show Spoiler +
[image loading]



Yeah personally I think that repositioning the main's minerals and gas to have them facing the middle would make harras a lot easier on this map, which I think would help discourage turtling. It would also help zerg and protoss players brake a terran players defenses. The zerg player can get broodlords to attack the mains and a protoss player can get colossus or even voidrays to do the same.

+ Show Spoiler +
[image loading]
"Not even justice, I want to get truth!"
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