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[M] (2) ESV Oumanville - Page 2

Forum Index > SC2 Maps & Custom Games
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Prev 1 2 3 Next All
NewSunshine
Profile Joined July 2011
United States5938 Posts
January 07 2012 01:44 GMT
#21
Looks better in game, the overview looks boring, just like a satelite image of a town or city does.

Although it's a cool concept, I didn't quite think the sunrays fit in. It is also a bit confusing deciphering the layout. The layout itself though is a subject of interest. Against straight on attacks, holding 3 bases is extremely easy, but with reapers/coloxen or drops, attacking the nat from behind or hitting the 3rd are extrememly easy. Not sure how this map would hold up at the highest levels of play, but it really does force you to go drops or feel completely, hopelessly inadequate.

Love the detail shots though, they make me feel completely, hopelessly inadequate.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
January 07 2012 01:48 GMT
#22
On January 07 2012 09:49 Kurumi wrote:
Infested City remake could be cool. Besides, Plexa might be right. One of the islands becoming semi-island is a good concept, maybe double rocks to delay it even more? I wonder how could Tiberium Spires (neutral buildings giving small steady income of money every x seconds, can't remember) from CnC3 work in SC2. It could be an interesting thing to put into the maps.

That is interesting, but do you really want to add more experimental stuff to an already experimental map?
Administrator~ Spirit will set you free ~
sob3k
Profile Blog Joined August 2009
United States7572 Posts
January 07 2012 02:28 GMT
#23
On January 07 2012 10:48 Plexa wrote:
Show nested quote +
On January 07 2012 09:49 Kurumi wrote:
Infested City remake could be cool. Besides, Plexa might be right. One of the islands becoming semi-island is a good concept, maybe double rocks to delay it even more? I wonder how could Tiberium Spires (neutral buildings giving small steady income of money every x seconds, can't remember) from CnC3 work in SC2. It could be an interesting thing to put into the maps.

That is interesting, but do you really want to add more experimental stuff to an already experimental map?


Yeah, probably not for this map but I think thats a very interesting idea for future consideration.

Neutral buildings that give mins/gas could help produce BWish style massive front macro games that are otherwise impossible with the SC2 worker supply and efficiency problem. Could even make them very hardy but destructable.....

Would have to be made as a UMS though...but there are BW precedents like that map with the teleporters.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
lost_artz
Profile Joined January 2012
United States366 Posts
Last Edited: 2012-01-07 07:19:58
January 07 2012 05:37 GMT
#24
This map looks very choke-y in areas which is of course, Zerg unfavorable, but I'm Protoss so I guess that's okay .

Having the 3rd being only accessible via the nat on ground means that players must use air/drops/ or Blink/Reapers (if possible) in order to harass it. A small ramp with rocks where you have the path-able area sticking out towards the center of the map would make this base vulnerable to ground attacks and would also provide players the ability to push across the map without having to go all the way through the middle.

Having that option could create very interesting scenarios in games because of the potential for flank attacks and it also means that players would have to be very map aware because attacks could comes in via the Nat or 3rd base and catch them guarding the wrong expo.
Niso
Profile Joined November 2010
Australia148 Posts
Last Edited: 2012-01-07 07:48:45
January 07 2012 07:48 GMT
#25
Yeah I agree with Plexa, make the island closest to the main an island with rocks, still really good for terran and toss but acceptable.

Looks so god damn sweet
Television version of a person
Bswhunter
Profile Blog Joined May 2010
Australia954 Posts
January 07 2012 09:20 GMT
#26
Looks pretty sexy. As a zerg I sorta fear the chokey looking center but whatever, mutas look pretty powerful
Stop browsing and do whatever it is you're supposed to do. TL will still be here when you get back
ThePlayer33
Profile Joined October 2011
Australia2378 Posts
January 07 2012 10:00 GMT
#27
choke leading into natural is way to narrow.. the middle area is way too important.

even a map like antiga, the centre of map is considered slightly too crucial in tank plays
| Idra | YuGiOh | Leenock | Coca |
Apom
Profile Blog Joined August 2011
France656 Posts
January 07 2012 10:16 GMT
#28
On January 07 2012 10:12 Dexington wrote:
Just looking at the overview blows my mind. I have no idea what is going on at first glance. Thank god for the analyser pictures.

I have the same problem. This is really hard to read.
Seeker *
Profile Blog Joined April 2005
Where dat snitch at?37055 Posts
January 07 2012 10:51 GMT
#29
One look and I was sold. Great f-Ing map. Can't wait to play on it!!
ModeratorPeople ask me, "Seeker, what are you seeking?" My answer? "Sleep, damn it! Always sleep!"
TL+ Member
tombola
Profile Joined September 2011
41 Posts
January 07 2012 11:33 GMT
#30
Don't like the third it's way too easy to defend. Also while I like the encouragement to do air play, it's simply not balanced in SC2 wich would make this a totally terran favoured map.
But I really like the looks of it, the city vibe and the close streets leading into big battlefields
TheAmazombie
Profile Blog Joined September 2010
United States3714 Posts
January 07 2012 11:55 GMT
#31
I have to check this map out. I like the idea a lot and hope it works out.
We think too much and feel too little. More than machinery, we need humanity. More than cleverness, we need kindness and gentleness. Without these qualities, life will be violent and all will be lost. -Charlie Chaplin
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
January 07 2012 12:19 GMT
#32
I don't like maps with only 1 attack path so I guess I don't like your city, sorry
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Kurumi
Profile Blog Joined April 2010
Poland6130 Posts
January 07 2012 13:59 GMT
#33
On January 07 2012 11:28 sob3k wrote:
Show nested quote +
On January 07 2012 10:48 Plexa wrote:
On January 07 2012 09:49 Kurumi wrote:
Infested City remake could be cool. Besides, Plexa might be right. One of the islands becoming semi-island is a good concept, maybe double rocks to delay it even more? I wonder how could Tiberium Spires (neutral buildings giving small steady income of money every x seconds, can't remember) from CnC3 work in SC2. It could be an interesting thing to put into the maps.

That is interesting, but do you really want to add more experimental stuff to an already experimental map?


Yeah, probably not for this map but I think thats a very interesting idea for future consideration.

Neutral buildings that give mins/gas could help produce BWish style massive front macro games that are otherwise impossible with the SC2 worker supply and efficiency problem. Could even make them very hardy but destructable.....

Would have to be made as a UMS though...but there are BW precedents like that map with the teleporters.

Who cares it'd be UMS? CnC3 neutral buildings were awesome. Those "Spires" are actually called Spikes. Now I understand why I couldn't find any info about them. Neutral buildings from CnC3 we don't need to restrict to those, but what about neutral shield generators?
I work alone. // Visit TL Mafia subforum!
Clank
Profile Joined April 2011
United States548 Posts
January 08 2012 02:54 GMT
#34
On January 07 2012 10:12 Dexington wrote:
Just looking at the overview blows my mind. I have no idea what is going on at first glance. Thank god for the analyser pictures.


yeah, but after taking a bit of time to digest it, im really interested. Its so different from other maps that you can't really use past knowledge to judge it, pretty much have to play it
fenix404
Profile Joined May 2011
United States305 Posts
January 08 2012 03:17 GMT
#35
can u make those cars destructible or something?

otherwise, excellent, intriguing map.

streets provide some of the most interesting tactical oppurtunities...
"think for yourself, question authority"
monitor
Profile Blog Joined June 2010
United States2408 Posts
January 08 2012 03:29 GMT
#36
This map is pretty sick. It's come a long way too.

My main concern is that it's extremely hard to tell that there are four islands. Honestly I think you should just put some level 0 terrain between the islands and the center so players can tell where their units can walk and where they can't. And I support the semi-island movement!
https://liquipedia.net/starcraft2/Monitor
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2012-01-08 04:44:51
January 08 2012 04:44 GMT
#37
Just got done playing it and I really don't like it. :\

Too much emphasis on islands and the Main/Natural/3rd layout I just don't like the setup at all. Your main/3rd feel like they'll be super exposed to air units, as well as tanks can decimate it. With the unpathable ground between the main & the 3rd mutas/drops can just go back and forth between the two and thus spread your army out waaay too thin, plus the ground distance between the two is huge.

Looking at the minimap is extremely confusing as well because you really have no clue where you can move and where you can't so most likely as a spectator they won't like it either.

Islands, although a neat feature most likely won't be used by any race. Protoss, as it is now almost never take islands, with warp ins and cannons they could but drops & muta play are already a problem for protoss so trying to defend an island thats way out of the way could be extremely difficult. Terrans could, but the islands as I said are pretty far away and since you said stalkers can blink into the islands and mutas are full air control terran will almost never take islands. This leaves zergs that could nydus and since they'll have mutas could take them fairly easily, although that means they have to start using nydus/drops more.

One giant attack path in the middle makes it feel quite dull.

I'm sorry Superouman, but I just really dislike this map.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
docvoc
Profile Blog Joined July 2011
United States5491 Posts
January 08 2012 06:13 GMT
#38
I really hate islands, can they become destructable rocks expos instead?
User was warned for too many mimes.
Aunvilgod
Profile Joined December 2011
2653 Posts
January 08 2012 09:35 GMT
#39
On January 08 2012 13:44 SidianTheBard wrote:
Just got done playing it and I really don't like it. :\

Too much emphasis on islands and the Main/Natural/3rd layout I just don't like the setup at all. Your main/3rd feel like they'll be super exposed to air units, as well as tanks can decimate it. With the unpathable ground between the main & the 3rd mutas/drops can just go back and forth between the two and thus spread your army out waaay too thin, plus the ground distance between the two is huge.

Looking at the minimap is extremely confusing as well because you really have no clue where you can move and where you can't so most likely as a spectator they won't like it either.

Islands, although a neat feature most likely won't be used by any race. Protoss, as it is now almost never take islands, with warp ins and cannons they could but drops & muta play are already a problem for protoss so trying to defend an island thats way out of the way could be extremely difficult. Terrans could, but the islands as I said are pretty far away and since you said stalkers can blink into the islands and mutas are full air control terran will almost never take islands. This leaves zergs that could nydus and since they'll have mutas could take them fairly easily, although that means they have to start using nydus/drops more.

One giant attack path in the middle makes it feel quite dull.

I'm sorry Superouman, but I just really dislike this map.


Most of your arguments were about how you don´t like harrassment and drops. You noticed that the map is trying to support this airplay? The too-many-island problem still exists though.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
X3GoldDot
Profile Joined August 2011
Malaysia3840 Posts
January 08 2012 09:38 GMT
#40
its a very very nice looking map, but has some major flaws like having too many island expos, and also having the first 3 bases too ez to defend, causing this map to be unfavoured for zerg. there should be another entrance to the third with destructable rocks.
prime/startale/[SexComaZerg, RoyalRoaderZerg, SirLifealot] ingame ID = GoodGame
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