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On December 11 2011 19:52 Big J wrote:how many minerals are on the backdoor blockers? (already imagining a 1-1-1 with mules to open up a backdoor entrence  ) I don't know, but a good way to fix this is to stack several mineral sets on top of each other, each with 5 minerals in them.
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On December 11 2011 20:42 iGrok wrote:Show nested quote +On December 11 2011 19:52 Big J wrote:how many minerals are on the backdoor blockers? (already imagining a 1-1-1 with mules to open up a backdoor entrence  ) I don't know, but a good way to fix this is to stack several mineral sets on top of each other, each with 5 minerals in them.
Then you can't see how many minerals there are tho and workers can mine all of them at the same time.
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The main base is a bit too large. And the middle needs to be spaced better so that you can have epic engagements. Good take on destination though
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ok here is my view on the complains. first off the hole that i added. the thing is, on destination the area infront of the natural is freaking huge and such huge areas usually dont work in sc2. first, with the modern unit clumping there is no need for them and second, it favours zerg.
Open Area: + Show Spoiler + So i added that hole to create 2 chokes that can be used to forcefield and just to break it up a little. the chokes are still pretty big though.
Open Area with hole: + Show Spoiler +
i know its hard to see proportions as a nonmapmaker and only with a overview picture. if some americans wants to host it on US that would be great, so u could check it out urself.
secondly the bridges. the area around them is still pretty massiv, so they are just another choke to break it up. and furthermore there are enough side pathes to move around if u dont want to fight there.
and thirdly the main, its perfectly fine. its not 446whatever (the editor is dumb when u add random minerals somewhere) try it ingame pls
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United States10021 Posts
On December 10 2011 11:29 -NegativeZero- wrote:Show nested quote +On December 10 2011 10:38 FlaShFTW wrote: get rid of those 2 holes in the ground in the middle of the 2 centers of each side. this allows for armies not to get funneled into space half the size. also, considering how this is SC2, make the 3 central ramps into 2 ramps instead. this is so the armies are able to fit, not like in BW where you didn't need that (I remember you could only fit one tank/goon at a time on that bridge)
Overall, good map. I like the addition of one gas in the back bases. I agree that the holes should be removed, they seem unnecessary. However, I think the bridges are fine, since the entire point is that they are 3 narrow chokepoints - it's a risk to move your army through and get caught in the middle, but the advantage is that the path is shorter. If you don't want to take that risk, there is the other, wider path around the side of the map... i know thats the point, but lets just test. because sentry/collosi would just be totally unfair on this map. forcefield an army that is walking thru the bridges then get collosi in the back.
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u can just not fight there?
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A zerg nightmare.
Really? No one has commented on low ground siegeable main mineral line? Even if terran does not do that, the cliff near main makes other haras much stronger. Huge ground area behind main (and natural) mineral lines will make mutas much much less useful. Forcing 4baseVS4base in this map against zerg seems pretty easy. It is borderline hilarious how strong bunker rushes are in this map. The zerg has to block so much space to not let terran build an insta win construction site. + Show Spoiler [example] +
Also it is silly how open the cliffs above natural are, but still are unpathable.
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On December 11 2011 19:52 Big J wrote:how many minerals are on the backdoor blockers? (already imagining a 1-1-1 with mules to open up a backdoor entrence  )
If scouted at all that attack will always be worse than a frontal 1-1-1 so i sincerely don't see the problem.
it's a normal 1-1-1 up a 1x ramp, which you can do at the front as well but here there are minerals blocking so you need to spend mules on that instead of getting $$$. The only case where you don't have to go up the 1x ramp at the front is when there's already an expo there which makes this alternate path even worse.
Only thing i could see this getting muled for (or just opened at all by an offensive terran) is for sneaky hellion runbys very specific cheese and perhaps some sneaky bio "pokes" (but not really).
tldr: If scouted i don't see the problem with this sort of backdoor. Just like in bw it can open up for some specific shenanigans but i almost entirely relies on not getting scouted and usually just serves as a later game shortcut/path for the defender.
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Hey, can I use this map with my Starbow mod?
If so, where can I find the map file?
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can this be published on NA?
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Ugh and I already thought someone fixed the analyzer. -.-
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I want that bridge texture!! :O
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I'm gonna cheer for stephano but I don't think that his play style is good for the GSL format :/
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Definitely agree with sentiments about the middle being a bit too choky. Perhaps consider combining the three bridges into one big bridge?
Love the aesthetics. Water at the top is a bit out of place, though. Hurts my eyes.
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United Kingdom12022 Posts
I know this is an old thread by this point, but looking at the bridges they seem wide enough already. It's nice to have some map features that favour more positional play like mech. not everything needs to be a huge wide open mess.
Is there any chance you could port this map to HoTS if you're still looking at TL OP?
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