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[M] (2) CruX Metropolis - Page 5

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 5 6 Next All
MildCocoA
Profile Joined October 2010
Korea (South)129 Posts
Last Edited: 2012-01-02 13:53:16
January 02 2012 13:52 GMT
#81
Uploaded map in NA

wait EU & SEA
vdAcE
Profile Joined January 2012
8 Posts
January 02 2012 21:20 GMT
#82
when you upload this map on the European server?

P.S this map is beautiful!!!
MildCocoA
Profile Joined October 2010
Korea (South)129 Posts
January 03 2012 02:32 GMT
#83
On January 03 2012 06:20 vdAcE wrote:
when you upload this map on the European server?

P.S this map is beautiful!!!


Complete in EU

Wait SEA
DYEAlabaster
Profile Blog Joined August 2011
Canada1009 Posts
January 03 2012 19:16 GMT
#84
On January 02 2012 22:52 MildCocoA wrote:
Uploaded map in NA

wait EU & SEA



Thank you so much! You are my new hero! Will you be doing the other CruX maps as well!?
Sumadin
Profile Joined August 2011
Denmark588 Posts
January 04 2012 16:16 GMT
#85
Gotta admit i am not liking the Neutral creep turmor island expantions. Island expantions by default always favor terran. This is not only because of lift off but also because of turrets which are superior to their counterparts because of possible Upgrades and repairs. When even Blizzard say they can't make islands balanced you really have to consider if it can work.

The problem i find with a creep tumor is also that it reacts so differently to different races.

Protoss:
Protoss are already a clear losser in terms of Island expantions because their only option for taking them is through a warp prism. Now they also have to get a Observer to make space and even then they have to wait for the creep to reside. Protoss don't really have other options for removing the tumor as stargate doesn't provide mobile detection. You could drop a cannon on island but then it is just going to take even longer to take the expansion.

Zerg:
Zerg is slightly better in this regard as they do have 2 options for getting a drone to the island. Nydus and Overlord drops. The latter is probably preferred as it doesn't give it self away instantly. Both of these require lair so the detection is not really an issue. Also once the tumor has been dealt with Zergs can instantly take the expansion as Creep doesn't prevent zerg buildings.

Terran:
As mentioned Terran already has many advantages regarding islands which is why even blizzard has given up on them. Besides Turrets and Lift off terran also have scan which gives acces to much earlier removal of the tumor, potentially through a Banshee rush. A raven could also do the job. While the creep still has to reside terrans can have their base ready and even make it an orpital before that. Once the creep goes away terrans can instantly land the finished base which overall might be even faster than what Zergs can currently do. Drops are also a much more common tactic for terran and medivacs has multible usages besides taking the expantion. Hence terran still has a clear advantage regarding these islands, with or without tumor.
The basic key to beating a priest is playing a deck that is terrible.
DYEAlabaster
Profile Blog Joined August 2011
Canada1009 Posts
January 05 2012 06:38 GMT
#86
On January 05 2012 01:16 Sumadin wrote:
Gotta admit i am not liking the Neutral creep turmor island expantions. Island expantions by default always favor terran. This is not only because of lift off but also because of turrets which are superior to their counterparts because of possible Upgrades and repairs. When even Blizzard say they can't make islands balanced you really have to consider if it can work.

The problem i find with a creep tumor is also that it reacts so differently to different races.

Protoss:
Protoss are already a clear losser in terms of Island expantions because their only option for taking them is through a warp prism. Now they also have to get a Observer to make space and even then they have to wait for the creep to reside. Protoss don't really have other options for removing the tumor as stargate doesn't provide mobile detection. You could drop a cannon on island but then it is just going to take even longer to take the expansion.

Zerg:
Zerg is slightly better in this regard as they do have 2 options for getting a drone to the island. Nydus and Overlord drops. The latter is probably preferred as it doesn't give it self away instantly. Both of these require lair so the detection is not really an issue. Also once the tumor has been dealt with Zergs can instantly take the expansion as Creep doesn't prevent zerg buildings.

Terran:
As mentioned Terran already has many advantages regarding islands which is why even blizzard has given up on them. Besides Turrets and Lift off terran also have scan which gives acces to much earlier removal of the tumor, potentially through a Banshee rush. A raven could also do the job. While the creep still has to reside terrans can have their base ready and even make it an orpital before that. Once the creep goes away terrans can instantly land the finished base which overall might be even faster than what Zergs can currently do. Drops are also a much more common tactic for terran and medivacs has multible usages besides taking the expantion. Hence terran still has a clear advantage regarding these islands, with or without tumor.



While what you said is absolutely true IN THEORY, in practise, island expansions are taken most by zerg, second by toss, and LEAST by terran (for some reason). Statistically.
Gfire
Profile Joined March 2011
United States1699 Posts
January 05 2012 06:58 GMT
#87
On January 05 2012 15:38 DYEAlabaster wrote:
Show nested quote +
On January 05 2012 01:16 Sumadin wrote:
Gotta admit i am not liking the Neutral creep turmor island expantions. Island expantions by default always favor terran. This is not only because of lift off but also because of turrets which are superior to their counterparts because of possible Upgrades and repairs. When even Blizzard say they can't make islands balanced you really have to consider if it can work.

The problem i find with a creep tumor is also that it reacts so differently to different races.

Protoss:
Protoss are already a clear losser in terms of Island expantions because their only option for taking them is through a warp prism. Now they also have to get a Observer to make space and even then they have to wait for the creep to reside. Protoss don't really have other options for removing the tumor as stargate doesn't provide mobile detection. You could drop a cannon on island but then it is just going to take even longer to take the expansion.

Zerg:
Zerg is slightly better in this regard as they do have 2 options for getting a drone to the island. Nydus and Overlord drops. The latter is probably preferred as it doesn't give it self away instantly. Both of these require lair so the detection is not really an issue. Also once the tumor has been dealt with Zergs can instantly take the expansion as Creep doesn't prevent zerg buildings.

Terran:
As mentioned Terran already has many advantages regarding islands which is why even blizzard has given up on them. Besides Turrets and Lift off terran also have scan which gives acces to much earlier removal of the tumor, potentially through a Banshee rush. A raven could also do the job. While the creep still has to reside terrans can have their base ready and even make it an orpital before that. Once the creep goes away terrans can instantly land the finished base which overall might be even faster than what Zergs can currently do. Drops are also a much more common tactic for terran and medivacs has multible usages besides taking the expantion. Hence terran still has a clear advantage regarding these islands, with or without tumor.



While what you said is absolutely true IN THEORY, in practise, island expansions are taken most by zerg, second by toss, and LEAST by terran (for some reason). Statistically.

Source? I think I remember hearing some island statistics, but I don't remember it very well or where it was from.
all's fair in love and melodies
Sumadin
Profile Joined August 2011
Denmark588 Posts
January 05 2012 19:15 GMT
#88
On January 05 2012 15:38 DYEAlabaster wrote:
While what you said is absolutely true IN THEORY, in practise, island expansions are taken most by zerg, second by toss, and LEAST by terran (for some reason). Statistically.



Well TBH i would like to know that aswell. It is not exactly something easily meassureable compared to say win-rates. Even if it was true there could be some reassons for that. I could list 2 possibilities.

1) TvX usually have the terran focus on earlier agression which means that the island rarely come into eff.
2) Island maps are most vetoed in Matchups involving terran.

Neither of them through disputes the fact that terrans stands incrediable strong when taking and holding the actual island expansion. You also mentioned that Zerg was the one that took islands the most. The rest of this map mirrors Metalopolis to some extend. We know from blizzard that Metalopolis favored Zerg heavy on ladder at some point and the things that allowed Zerg to be strong on metal is even more present here.(Lots of expansions that are easy to cover). There aren't any gold base, which would normally be good however a gold would force the Zerg to take action rather than take 5 bases turtle up while droning. I fear that espicially PvZ might be broken on this map.
The basic key to beating a priest is playing a deck that is terrible.
Antares777
Profile Joined June 2010
United States1971 Posts
January 05 2012 20:27 GMT
#89
I'm pretty sure Zerg takes islands the most, then Terran, and lastly Protoss. Using a Creep Tumor really harms the ability to take an island expansion as Protoss. I would just leave them unblocked to give them more of a chance, because it won't really make the islands any easier to expand to as Terran or Zerg. Zerg will have detection by the time they can get to the island, and Terran will have detection from the start. Protoss is forced to get an Observer and Warp Prism, which can only build one at a time (unless the player is doing some ridiculous double Robotics Facility build) and cut into Colossus production, making their army weaker.

In summary, the Creep Tumors should be removed.

In addition to that, it would be awesome if the islands were within blink range. Then Protoss could do an exclusive blink Stalker gateway build, allowing them to split their army and making games involving Protoss much more interesting.
Ketch
Profile Joined October 2010
Netherlands7285 Posts
January 18 2012 12:27 GMT
#90
On January 06 2012 05:27 Antares777 wrote:
I'm pretty sure Zerg takes islands the most, then Terran, and lastly Protoss. Using a Creep Tumor really harms the ability to take an island expansion as Protoss. I would just leave them unblocked to give them more of a chance, because it won't really make the islands any easier to expand to as Terran or Zerg. Zerg will have detection by the time they can get to the island, and Terran will have detection from the start. Protoss is forced to get an Observer and Warp Prism, which can only build one at a time (unless the player is doing some ridiculous double Robotics Facility build) and cut into Colossus production, making their army weaker.

In summary, the Creep Tumors should be removed.

In addition to that, it would be awesome if the islands were within blink range. Then Protoss could do an exclusive blink Stalker gateway build, allowing them to split their army and making games involving Protoss much more interesting.


Maybe put a object on the island that destroys itself after 5-8 min? Like the watch tower on Xel'Naga Fortress used to do.. I think the creep + tumor is intended to block the island early game, so maybe this mechanic could also be used again. I always have like islands though, just being around as an option on the map.
TearsOfTheSun
Profile Joined March 2006
Canada995 Posts
January 18 2012 12:43 GMT
#91
wow i love this map, fantastic job!!
Dixer_ca^^ | Polt | Byun | MKP | DRG | White-Ra | Beastyqt | Maru | Creator
chocopaw
Profile Blog Joined May 2011
2072 Posts
January 18 2012 13:45 GMT
#92
On January 18 2012 21:27 Ketch wrote:
Show nested quote +
On January 06 2012 05:27 Antares777 wrote:
I'm pretty sure Zerg takes islands the most, then Terran, and lastly Protoss. Using a Creep Tumor really harms the ability to take an island expansion as Protoss. I would just leave them unblocked to give them more of a chance, because it won't really make the islands any easier to expand to as Terran or Zerg. Zerg will have detection by the time they can get to the island, and Terran will have detection from the start. Protoss is forced to get an Observer and Warp Prism, which can only build one at a time (unless the player is doing some ridiculous double Robotics Facility build) and cut into Colossus production, making their army weaker.

In summary, the Creep Tumors should be removed.

In addition to that, it would be awesome if the islands were within blink range. Then Protoss could do an exclusive blink Stalker gateway build, allowing them to split their army and making games involving Protoss much more interesting.


Maybe put a object on the island that destroys itself after 5-8 min? Like the watch tower on Xel'Naga Fortress used to do.. I think the creep + tumor is intended to block the island early game, so maybe this mechanic could also be used again. I always have like islands though, just being around as an option on the map.


That's actually a great idea!
What do you think about that, LS? No island expansion was taken in GSL games yet, right? Do you have any experience from practice matches etc. regarding the islands?
http://twitter.com/lechocopaw
Ragoo
Profile Joined March 2010
Germany2773 Posts
January 18 2012 15:05 GMT
#93
On January 06 2012 05:27 Antares777 wrote:

In addition to that, it would be awesome if the islands were within blink range. Then Protoss could do an exclusive blink Stalker gateway build, allowing them to split their army and making games involving Protoss much more interesting.


That's one of the key requirements atm to make islands balanced in ZvP. Even tho on this map I'm not sure if it even matter when you have 5 free bases...
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
January 18 2012 16:42 GMT
#94
I still dislike this 'get 6 base and keep killing each other in the middle with gigantic armies (possibly added with different kinds of harass' map.
I love.
Sroobz
Profile Joined December 2011
United States1377 Posts
January 19 2012 19:39 GMT
#95
This map is sick! Blizz get this on the ladder!
Flash---Taeja---Mvp---Byun---DRG
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
January 19 2012 19:46 GMT
#96
Been watching this map on the korean weekly quite a bit. At first I didn't like it, felt too metalopolis-y cuz im kinda sick of that map... but this one plays out quite nice because the 3rd can be accessible to your enemy much easier Good map
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
kAelle_sc
Profile Joined April 2011
287 Posts
January 29 2012 06:24 GMT
#97
map available in battle.net 2.0 yet? searched for it in KR/TW but none yet...
It's all about the journey, not the outcome.
Sumadin
Profile Joined August 2011
Denmark588 Posts
March 09 2012 14:15 GMT
#98
Right i feel this section needs to be edited somewhat.

+ Show Spoiler +
[image loading]


In the IEM semi finals puma tried to a reaper runaround and couldn't and it wasn't clear for him.

When a pro can't tell where a reaper can't go then it isn't lampshaded enough. It should ALWAYS be clear if there is an impasseable ramp for reapers. Something a bit more obvious has to be put there to show that it is a no-go zone.
The basic key to beating a priest is playing a deck that is terrible.
chuky500
Profile Blog Joined March 2010
France473 Posts
Last Edited: 2012-03-09 20:03:56
March 09 2012 19:17 GMT
#99
Another problem happened in several games of the IEM world on this map at the other side of the ramp. Colossus got stuck in the small area between the big fan, the cliff and the ramp. This time no harm was done but I remember white ra getting a Colossus stuck in trees on Crevasse in the middle of a battle so this is a major problem to always have in mind.

It's important to paint big doodads out so the pathfinder AI don't stick units for no reason.
IcculusLizard
Profile Joined May 2011
265 Posts
March 11 2012 03:27 GMT
#100
I'd love to feature this map in "1v1 Obs - Map of the Day" (www.peepmode.com/maps). Would you be so kind as to send a copy to peepmode at gmail? Thanks and great map!
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