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[M] (2) ESV Oumanville - Page 3

Forum Index > SC2 Maps & Custom Games
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Cejotas
Profile Joined March 2011
Spain88 Posts
Last Edited: 2012-01-08 10:19:10
January 08 2012 10:17 GMT
#41
Very strange map... I like it. The minimap its a bit confusing.
Ragoo
Profile Joined March 2010
Germany2773 Posts
January 08 2012 11:20 GMT
#42
On January 08 2012 13:44 SidianTheBard wrote:
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.


As for Protoss, you just have to go either heavy air or blink stalkers to defend, unlike on other maps where you can do other things.
And for Terran the islands are very small so it's very easy to turtle on them, especially for Terran, the master race at turtling.
And yeah, Zerg has to use stuff to take/defend/attack islands.

Most of what you say is that players have to play different on this map. And I don't see how this is bad, every map should be played more or less differently. I mean there should be some stable maps which are simply solid, but without interesting maps like this we won't ever see the full potential and variety of Starcraft 2.
Also if a map is rly unique it makes it THAT much more powerful if you prepared on it.

I don't think the 4 islands being hard to understand the first time is a problem with the map. It's a problem with the laziness with new maps many players have right now. Maps aren't intended to be played only once anyway...
Tho I wish someone could find a way to manipulate the minimap in a way that makes it easier to see where you can't walk.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
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