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[M] (2) TPW Elder Roots - Page 2

Forum Index > SC2 Maps & Custom Games
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sVnteen
Profile Joined January 2011
Germany2238 Posts
January 15 2012 17:28 GMT
#21
i think this map is pretty cool but your middle high ground is a bit too thin imo

i think that if you position tanks at the high ground right where the main is closest to it you can pretty much push the third with siege and drop the main at the same time soo easily while denying a 4th and the zerg would have to attack up a ramp into a pretty choked area
MY LIFE STARTS NOW ♥
Icetoad
Profile Joined May 2010
Canada262 Posts
Last Edited: 2012-01-15 17:51:27
January 15 2012 17:39 GMT
#22
On January 16 2012 02:28 sVnteen wrote:
i think this map is pretty cool but your middle high ground is a bit too thin imo

i think that if you position tanks at the high ground right where the main is closest to it you can pretty much push the third with siege and drop the main at the same time soo easily while denying a 4th and the zerg would have to attack up a ramp into a pretty choked area

I will address this complaint, I had already made a bit bigger for the high ground.So I will enlarge this section again, but not to much because the low ground becomes more choky. And I will see if this has a huge impact, because in the testing it was very easy to ambush the army with all the attack path.

Side note: The map should be now on EU.
Map Maker of Nimbus
ZealotKiller
Profile Joined September 2010
Canada161 Posts
January 15 2012 18:35 GMT
#23
Nice to see the map has the official TPW nametag to it. Guessing this means you have officially merged MCL to TPW? Good move, since the more mapmakers in a team, the more you can learn from each other!

Still like the map a lot!
I just like liking things.
Icetoad
Profile Joined May 2010
Canada262 Posts
January 29 2012 23:02 GMT
#24
Since the map was a bit hard to see from the overview, but yet good looking in-game, we decided that having a cleaner look would be better. So Mereel jumped on the occasion and made this map very good looking. I also did a bit of work on the texture. The map shouldn't have anymore problem that could be fixed.
Change log
1.3
- Changed the Natural layout, choke is 3 3x3 building
- Main was slightly reshape
- Layout was slightly changed
- Map completely re-textured and dooaded by Mereel (some small change of my part)
Map Maker of Nimbus
Zolek
Profile Joined September 2011
United States86 Posts
January 30 2012 01:47 GMT
#25
I realize the main has a lot of air exposure but the amount of ground behind the minerals in the mains seems excessive to me. Also can siege tanks hit the natural minerals from the 3rd? Looks close.
WniO
Profile Blog Joined April 2010
United States2706 Posts
January 30 2012 02:01 GMT
#26
ooh i like this nice job guys
Icetoad
Profile Joined May 2010
Canada262 Posts
Last Edited: 2012-01-30 02:33:33
January 30 2012 02:33 GMT
#27
On January 30 2012 10:47 Zolek wrote:
I realize the main has a lot of air exposure but the amount of ground behind the minerals in the mains seems excessive to me. Also can siege tanks hit the natural minerals from the 3rd? Looks close.

I think having a bit of ground behind makes it easier to build defense like turret and navigate to defend for muta harass for example. A tank can only siege 1-2 mineral and I think it's fine.

On January 30 2012 11:01 WniO wrote:
ooh i like this nice job guys

Thank you, if you are online we can test it
Map Maker of Nimbus
SmashHammer
Profile Joined January 2011
United States148 Posts
January 30 2012 21:08 GMT
#28
Sweet looking map! I really like the configuration of the middle. The only concern I have is how close the fifth bases are to the opponents main. But since fifths should be hard to hold anyways I think it adds more flavor to the map's gameplay.
TPW Mapping - theplanetaryworkshop.com
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