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[M] (2) CruX Metropolis - Page 2

Forum Index > SC2 Maps & Custom Games
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IronManSC
Profile Blog Joined November 2010
United States2119 Posts
December 03 2011 21:29 GMT
#21
lol @ amlitzer...

no. just no.

User was temp banned for this post.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Amlitzer
Profile Joined August 2010
United States471 Posts
December 03 2011 21:45 GMT
#22
On December 04 2011 06:29 IronManSC wrote:
lol @ amlitzer...

no. just no.

Great argument, in particular I love the lack of basic grammatical skills I feel it adds a nice touch.
"Not even justice, I want to get truth!"
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
December 03 2011 21:54 GMT
#23
On December 04 2011 06:45 Amlitzer wrote:
Show nested quote +
On December 04 2011 06:29 IronManSC wrote:
lol @ amlitzer...

no. just no.

Great argument, in particular I love the lack of basic grammatical skills I feel it adds a nice touch.



I don't understand what grammatical skills I am "lacking" in particular other than not capitalizing a word... BUt, if you face the minerals toward the center you make it extremely hard for zerg since they will have to circle around the main to get any siege units that are firing into the minerals.

Try not to troll a map-maker into implementing a feature you would love to abuse for harassment, and don't troll me over grammatical skills.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
ArcticRaven
Profile Joined August 2011
France1406 Posts
December 03 2011 21:59 GMT
#24
Void-Ray-reachable mains means..... siegable mains. And that is BAD.

No seriously, turtling on five bases is so easy..... Rejoin the two chokes leading into the center from the beginning area and things should be easier. Or better yet, make the center highground. Anyway, the map is quite imbalanced in its current state.
[Govie] Wierd shit, on a 6 game AP winning streak with KOTL in the trench. I searched gandalf quotes and spammed them all game long, trenchwarfare247, whateva it takes!
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
December 04 2011 01:12 GMT
#25
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]




You don't want air-space around the main, it makes medivacs/mutas/banshees far too safe. If you are going to be aggressive you have to expect to take some losses, its way too easy to just clown around the back of the main waiting for the army to move out.

There is really smooth transition from 2nd to 3rd to 4th to 5th. Having difficult 2+ expansions forces a choice of 2 problematic decisions, turtling on a small amount of bases, afraid to push out because they know that if they lose their army they cannot reinforce, or going all-in because they won't be able to achieve enough map control to get a third safely.

Nothing wrong with making lots of bases easily wall able. This is a vital component for non head-on aggressive tech strategies, as well as mech. Some people think that having lots of bases will cause turtling, but its lack of "map control-ability" that will cause turtling.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
FlaShFTW
Profile Blog Joined February 2010
United States10578 Posts
December 04 2011 03:40 GMT
#26
really nice looksing map. extremely good though this map does encourage turtling play....
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Amlitzer
Profile Joined August 2010
United States471 Posts
December 04 2011 03:42 GMT
#27
On December 04 2011 06:54 IronManSC wrote:
Show nested quote +
On December 04 2011 06:45 Amlitzer wrote:
On December 04 2011 06:29 IronManSC wrote:
lol @ amlitzer...

no. just no.

Great argument, in particular I love the lack of basic grammatical skills I feel it adds a nice touch.



I don't understand what grammatical skills I am "lacking" in particular other than not capitalizing a word... BUt, if you face the minerals toward the center you make it extremely hard for zerg since they will have to circle around the main to get any siege units that are firing into the minerals.

Try not to troll a map-maker into implementing a feature you would love to abuse for harassment, and don't troll me over grammatical skills.

The whole point in moving the minerals is to make them easier to harass. I don't understand at all why you are implying that would be an unfair advantage for terran. If anything, it would actually be easier for mutas to harass than it would be for siege tanks to siege the mineral line. No matter where you spawn you are going to have to get mutas, where as terran is not always going to get siege tanks. Even if you get siege tanks, a siege in that location is not a smart idea since you would end up losing the tanks 99% of the time. It's also highly doubtful that a siege at that location would be able to even brake even economic wise. Not to mention as Artosis always says the proper way to play mech is to not lose any siege tanks while building up your force and then pushing out. The zerg player does not have such an option, he has to go mutas in order to harass his opponent's expos. This isn't metal where you can sometimes sneak down the opposite lane and attack one of the other mains/naturals. This is due to the fact that on this map the two paths are right next to each other, in comparison to metal which has a large enough gap to fit an entire gold base. I don't know about you, but I'm getting sick and tired of seeing these split map situations where the player take their half of the map and then push out with 200/200. It's like I'm watching bronze players play except it's off of 5 base instead of 1.

I'm not "trolling" you, I'm sorry you have to resort to such baseless claims to cover your own ass. I probably will not even get the chance to play on this map outside of custom games with friends so why would I "troll" LSPrime into implementing a "favorable" feature? Just because my view opposes yours does not make my motives without good intentions. I also don't care that you are a "map maker", I'm a map maker to, which is why I'm in this thread in the first place. Let me guess, you think just because you are on some map making clan that that gives you some sort of authority over map analysis? I'm sorry but TPW always has and always will be a second-tier map making team in comparison to the likes of ESV and the GSL people, so I honestly do not care you are on a "team".
"Not even justice, I want to get truth!"
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
December 04 2011 04:02 GMT
#28
Hey is there anyway we can play on SEA or NA. I REALLY WANNA TRY THIS MAP!

kamsa
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
Timetwister22
Profile Joined March 2011
United States538 Posts
December 04 2011 04:11 GMT
#29
If the minerals are to be moved, they should be moved so that only air harass can take advantage. Allowing siege tanks, colossus, or Infestors to siege the main mineral line is just bad. However, just putting the middle on the high ground and widening the two paths would help with the turtling issue.
Former ESV Mapmaker | @Timetwister22
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
Last Edited: 2011-12-04 04:32:56
December 04 2011 04:31 GMT
#30
On December 04 2011 12:42 Amlitzer wrote: I'm sorry but TPW always has and always will be a second-tier map making team in comparison to the likes of ESV and the GSL people, so I honestly do not care you are on a "team".

You were doing good until here, man. I don't like IronManSC's approach here at all, either, but using that as an opportunity to take a dump on the passions and work of the rest of his team is pretty lame. How do you get as good as ESV/GSL? You work at it, and that's what I've seen a lot of TPW do. What you're doing to IronMan is just punching back. That's pretty much it. Take his negativity and use it as an opportunity to build a positive forum environment, please, for myself, yourself, and to further the goal of the whole mapmaking community: to make awesome maps.

IronMan, I encourage you to not lower yourself to the meme-ish "no. just no". If you don't like someone's suggestion,and their explanations fall short, I encourage you to explain your reservations and ask if they've considered them. Encourage discussion, not condescension.

And to everyone else, I encourage you to discourage petty mud-flinging where ever its found, and foster discussion, not condescension. Let's keep the map making forum a nexus of awesome, and not let it descend into a drama fest worthy of MTV, yeah yeah?

<3
NewSunshine
Profile Joined July 2011
United States5938 Posts
December 04 2011 05:16 GMT
#31
On December 04 2011 13:31 FoxyMayhem wrote:
And to everyone else, I encourage you to discourage petty mud-flinging where ever its found, and foster discussion, not condescension. Let's keep the map making forum a nexus of awesome, and not let it descend into a drama fest worthy of MTV, yeah yeah?

<3

Indeed. Less Jersey Shore, more Beavis & Butthead.
Oh, wait, that might not be good either...
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-12-04 05:25:06
December 04 2011 05:23 GMT
#32
First off, Amlitzer, I said your mineral idea was a unfair advantage to zerg specifically because in the early game you don't have muta. Siege tanks can easily park there and siege the main mineral line, and as zerg you have to run down your ramp, around your natural, and all the way around the main base just to deal with it. Sure, muta harass would benefit from it, but think about the early game for zerg in that situation? That's my point.

Second, I was not commenting about myself being a map-maker. Yes, I am one, but I was referring to LSPrime when I said that, not me. Just so that misunderstanding is out of the way. It's pretty low of you to publicly insult me and the rest of the TPW map-makers though and basically just say we're second rate when we've only been around for 3-4 months. I thought that was unnecessary, so please do not bring my team members into this.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Warpath
Profile Joined April 2010
Canada1242 Posts
Last Edited: 2011-12-04 05:47:34
December 04 2011 05:47 GMT
#33
The creep IS produced from the tumor on the islands, right? That would suck for T/P to kill the tumor whereas a Zerg can just kill the tumor and plant the hatch, and even pre-place spores or something if he needed to.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10383 Posts
Last Edited: 2011-12-04 05:56:13
December 04 2011 05:54 GMT
#34
OMG so good!

new metalopolis?

can u spawn close positions?

also genius creep tumor idea, the creep tumor is annoying for all 3 races but it helps zerg since they can build on creep! and islands are harder for them to defend =O
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Namrufus
Profile Blog Joined August 2011
United States396 Posts
December 04 2011 06:22 GMT
#35
Have there been any gameplay changes from the original lava version (Plains of Despair)?
very cool visuals!
This is it... the alpaca lips.
Proko
Profile Joined February 2011
United States1022 Posts
December 04 2011 07:23 GMT
#36
This is a beautiful map. I hope it gets used in GSL and other tourneys soon!
Caster duos should compliment each others' strengths. "You look very handsome today, Tasteless."
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
Last Edited: 2011-12-04 08:44:25
December 04 2011 08:43 GMT
#37
On December 04 2011 12:42 Amlitzer wrote:
Show nested quote +
On December 04 2011 06:54 IronManSC wrote:
On December 04 2011 06:45 Amlitzer wrote:
On December 04 2011 06:29 IronManSC wrote:
lol @ amlitzer...

no. just no.

Great argument, in particular I love the lack of basic grammatical skills I feel it adds a nice touch.



I don't understand what grammatical skills I am "lacking" in particular other than not capitalizing a word... BUt, if you face the minerals toward the center you make it extremely hard for zerg since they will have to circle around the main to get any siege units that are firing into the minerals.

Try not to troll a map-maker into implementing a feature you would love to abuse for harassment, and don't troll me over grammatical skills.

The whole point in moving the minerals is to make them easier to harass. I don't understand at all why you are implying that would be an unfair advantage for terran. If anything, it would actually be easier for mutas to harass than it would be for siege tanks to siege the mineral line. No matter where you spawn you are going to have to get mutas, where as terran is not always going to get siege tanks. Even if you get siege tanks, a siege in that location is not a smart idea since you would end up losing the tanks 99% of the time. It's also highly doubtful that a siege at that location would be able to even brake even economic wise. Not to mention as Artosis always says the proper way to play mech is to not lose any siege tanks while building up your force and then pushing out. The zerg player does not have such an option, he has to go mutas in order to harass his opponent's expos. This isn't metal where you can sometimes sneak down the opposite lane and attack one of the other mains/naturals. This is due to the fact that on this map the two paths are right next to each other, in comparison to metal which has a large enough gap to fit an entire gold base. I don't know about you, but I'm getting sick and tired of seeing these split map situations where the player take their half of the map and then push out with 200/200. It's like I'm watching bronze players play except it's off of 5 base instead of 1.

I'm not "trolling" you, I'm sorry you have to resort to such baseless claims to cover your own ass. I probably will not even get the chance to play on this map outside of custom games with friends so why would I "troll" LSPrime into implementing a "favorable" feature? Just because my view opposes yours does not make my motives without good intentions. I also don't care that you are a "map maker", I'm a map maker to, which is why I'm in this thread in the first place. Let me guess, you think just because you are on some map making clan that that gives you some sort of authority over map analysis? I'm sorry but TPW always has and always will be a second-tier map making team in comparison to the likes of ESV and the GSL people, so I honestly do not care you are on a "team".


Maybe he called you a troll, because he respects you so much that he couldn't believe you would actually have such an retarded "view", still after being in the sc2 community for a while, let alone the map making community. If main is siegeble from low ground that is very far from ramp the map is broken.

Furthermore ZvT is very playable with 0 mutalisk, but you will not find a single terran in master league or higher that wont have a siege tank still after 15min mark in TvZ.
DYEAlabaster
Profile Blog Joined August 2011
Canada1009 Posts
December 04 2011 22:39 GMT
#38
I'm really hoping that this map gets put up on NA soon... It is a gorgeous map and I feel that it has the potential to replace metal once and (finally) for all... Even in the map-pool
lovablemikey
Profile Joined October 2010
264 Posts
December 06 2011 22:37 GMT
#39
This map is super beautiful, but I think the layout is too typical. A few people have brought up some caveats that I agree with, but those aside, I don't think this map does anything differently enough. I'm assuming you don't want to spend a lot of hours changing things because the details are so polished already, so I'll gently encourage you to call this done and start your next map. Although, some of the suggestions others have made would be easy. Do those!
DYEAlabaster
Profile Blog Joined August 2011
Canada1009 Posts
December 08 2011 23:15 GMT
#40
On December 07 2011 07:37 lovablemikey wrote:
This map is super beautiful, but I think the layout is too typical. A few people have brought up some caveats that I agree with, but those aside, I don't think this map does anything differently enough. I'm assuming you don't want to spend a lot of hours changing things because the details are so polished already, so I'll gently encourage you to call this done and start your next map. Although, some of the suggestions others have made would be easy. Do those!



This map, even the name, is really really simple to metal, just an updated/better version. Like Calm Before the Stormw as based off of Delta Quadrant, this seems to be based off of metal. Which I'm fine with, because Jesus metal needs to die already.
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