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[M] (2) CruX Metropolis - Page 3

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 5 6 Next All
chadissilent
Profile Blog Joined September 2010
Canada1187 Posts
December 08 2011 23:59 GMT
#41
I worry about the ease of taking 3rd/4th/5th bases as a P/T with small, simple walls. This negates any harassment in the ZvP/ZvT matchups as forcefields and sim-city reduce any opportunity to harass through these narrow chokes.
MCDayC
Profile Joined March 2011
United Kingdom14464 Posts
December 27 2011 11:25 GMT
#42
Congrats on becoming a GSL map!! Hopefully it plays out nicely.
VERY FRAGILE, LIKE A BABY PANDA EGG
ChriS-X
Profile Joined June 2011
Malaysia1374 Posts
December 27 2011 11:29 GMT
#43
really hope close by ground spawns are disabled, otherwise it'll just be like the old metalopolis
RoboBob
Profile Blog Joined September 2010
United States798 Posts
December 27 2011 11:31 GMT
#44
The creeped island is a cool idea. But the current tumor placement is bad. It will take too long for the creep to dissolve for either Protoss or Terran to take that base effectively. But Zerg can just Nydus one Drone there to kill the Tumor and plant the Hatchery immediately.

Why not move the tumor closer to the center of map? I don't mind Zergs being able to take the island right away, as long as the creep can be cleared quickly.
CycoDude
Profile Joined November 2010
United States326 Posts
December 27 2011 11:47 GMT
#45
or just not have a tumor there at all; replace with a destructible neutral building. i like the simple layout, and the natural is at least safe compared to metal, but i don't feel as good about that area around the nats and third. very tight; i can see protoss and terran doing well here with ff and seige.

we'll see how it goes i guess...
Yoshi Kirishima
Profile Blog Joined July 2009
United States10383 Posts
December 27 2011 11:48 GMT
#46
Hurray for islands! (hurray for air play!!!)
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Andreas
Profile Blog Joined January 2011
Norway214 Posts
Last Edited: 2011-12-27 11:55:06
December 27 2011 11:52 GMT
#47
On December 27 2011 20:31 RoboBob wrote:
The creeped island is a cool idea. But the current tumor placement is bad. It will take too long for the creep to dissolve for either Protoss or Terran to take that base effectively. But Zerg can just Nydus one Drone there to kill the Tumor and plant the Hatchery immediately.

Why not move the tumor closer to the center of map? I don't mind Zergs being able to take the island right away, as long as the creep can be cleared quickly.

I completely disagree - the main problem with island expos is that zergs have the hardest time taking them. Terrans can just float a CC, Warp Prism is easily available in any standard Protoss tech path, while Zergs have to invest heavily in a nydus or drops to go there. I think this solution is great, and I wonder if we'll see any players for example open Banshees, fall back after a while and use a scan/get a Raven to take the tumor out early so they can expand there later on. Will be interesting.

On December 27 2011 20:29 ChriS-X wrote:
really hope close by ground spawns are disabled, otherwise it'll just be like the old metalopolis

What? Is that a joke? It's a 2 player map...
grs
Profile Blog Joined April 2011
Germany2339 Posts
December 27 2011 11:56 GMT
#48
On December 27 2011 20:52 Andreas wrote:
Show nested quote +
On December 27 2011 20:29 ChriS-X wrote:
really hope close by ground spawns are disabled, otherwise it'll just be like the old metalopolis

What? Is that a joke? It's a 2 player map...

The overview screen shot in the OP shows 4 spawn points for me.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10383 Posts
December 27 2011 12:01 GMT
#49
On December 27 2011 20:56 grs wrote:
Show nested quote +
On December 27 2011 20:52 Andreas wrote:
On December 27 2011 20:29 ChriS-X wrote:
really hope close by ground spawns are disabled, otherwise it'll just be like the old metalopolis

What? Is that a joke? It's a 2 player map...

The overview screen shot in the OP shows 4 spawn points for me.


Yes but that doesn't mean that all the spawn combinations are possible =O

I hope you can't spawn close. The way they made the third (partially blocked by rocks) makes the path to the other side longer since it curves around the base, but even then I'm pretty sure it's not very long... or rather, it's still short xD.


Also, I wonder if the creep tumor should be moved so it's not blocking. It seems like this map can be split easily like others say, so it may favor P and T against Zerg. Since Zerg usually gets mutas and air anyways, perhaps it would be better to give them the biggest advantage possible regarding the island expansions, so they have more bases/resources? The 2 bases in the middle of the map seem like they will always be hard for both P/T and Z to get, so it seems like the map will be split with the islands not favoring P/T (or T over P) over Z that much, if at all.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Benjef
Profile Blog Joined December 2010
United Kingdom6921 Posts
December 27 2011 12:38 GMT
#50
That map looks beautiful. I can't wait to see it played in the new GSL special event O.O
<3 | Dota 2 | DayZ | <3
Mereel
Profile Joined February 2010
Germany895 Posts
December 27 2011 12:46 GMT
#51
lol 5 free bases......what a terrible map is that. i predict a 100% terran winrate against both races
TPW Mapmaking Team
Lixo
Profile Joined May 2011
202 Posts
December 27 2011 12:57 GMT
#52
On December 27 2011 21:46 Mereel wrote:
lol 5 free bases......what a terrible map is that. i predict a 100% terran winrate against both races


"Suggest players 4"
Means it's designed for 2vs2.
Mereel
Profile Joined February 2010
Germany895 Posts
December 27 2011 13:17 GMT
#53
so thats why its used in the longline tournament right?
http://www.teamliquid.net/forum/viewmessage.php?topic_id=298398
TPW Mapmaking Team
pdd
Profile Blog Joined November 2010
Australia9933 Posts
December 27 2011 13:20 GMT
#54
To be honest I'm not really a fan of this map. It's just too bland and forces defensive turtley games. You also are forced to pretty much expand down the 5 bases as the island bases will probably be too risky to take. There's almost no reason to take the 4 middle bases as the 5 bases are so easy to take and games seldom go over 5 bases each.

At least on Shakuras Plateau you had a choice of taking the third below or taking your pocket third, which would alter the flow of the game quite a bit.

I just don't really get the idea behind this map to be honest.
TI4 Champions: EE-Sama | B7-God | A-God_2000 | Kappa Lord | pieliedie
Zaphid
Profile Blog Joined April 2010
Czech Republic1860 Posts
December 27 2011 14:00 GMT
#55
On December 27 2011 21:57 Lixo wrote:
Show nested quote +
On December 27 2011 21:46 Mereel wrote:
lol 5 free bases......what a terrible map is that. i predict a 100% terran winrate against both races


"Suggest players 4"
Means it's designed for 2vs2.

uh...no.

Not a big fan of this kind of map, rotational symmetry is way better imo. 4th+5th bases are really easy to get when you have to defend just 2 chokes + drops, but maybe it will play out just fine.
I will never ever play Mech against Protoss. - MVP
Omsomsoms
Profile Joined September 2011
Croatia194 Posts
December 27 2011 16:27 GMT
#56
It could just be a pet peeve of mine, but I hate maps that seem conducive to split-map and linear base-taking style games (like shakuras or metalopolis), but at least with this one the GSL is trying something new in the islands. I also like how they're using, at least somewhat, the editor to put in unique mechanics like the creep tumor.

I'd love to see something whacky like a 3 player map with all sorts of destructible objects and invisible lurker eggs like that one map in BW.
Archvil3
Profile Joined September 2010
Denmark989 Posts
December 27 2011 16:52 GMT
#57
For those in doubt it is a 1v1 map with close spawns disabled.
Let thy speech be better than silence, or be silent.
OkStyX
Profile Blog Joined October 2011
Canada1199 Posts
December 27 2011 17:37 GMT
#58
I love split map but I see some of the complaints it looks fun I'll try it out with
My practice partners when it is on NA
Team Overklocked Gaming! That man is the noblest creature may be inferred from the fact that no other creature has contested this claim. - G.C. Lichtenberg
thezanursic
Profile Blog Joined July 2011
5504 Posts
December 27 2011 17:58 GMT
#59
GSL worthy map .

+ Show Spoiler +
I love the asthetics
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
totalpigeon
Profile Joined September 2010
United Kingdom162 Posts
December 27 2011 17:59 GMT
#60
I have to echo the sentiments of most here. Turtling to 5 base is way too easy here. It would be interesting to see how the creeped island bases play out but to be honest on this map with all the currently available easy bases I don't feel like they'll come into play in 99% of games.
Maybe this is a further part of the initiative by the GSL to field maps that are favourable to Protoss?? Calm Before the Storm can be considered as a P map as the easily defended in base nat lends itself well to P games, this map seems similar due to the apparent ease of taking bases and pushing vs bio or zerg though the choked up middle.
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