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[M] (2) Ultrix Prime - Page 2

Forum Index > SC2 Maps & Custom Games
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Zolek
Profile Joined September 2011
United States86 Posts
February 07 2012 05:14 GMT
#21
The island base seems really hard to hold to me. In addition to the normal island base difficulties its extremely vulnerable to warp ins, blink stalkers, and siege tanks, and any random range unit sniping the gas. The strip of land you would need to control in order to block these off has its ramp all the way back by your opponents 3rd which makes it really hard to control.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
February 08 2012 02:38 GMT
#22
--- Nuked ---
Artline
Profile Joined September 2011
177 Posts
February 08 2012 11:06 GMT
#23
Not that I'm a map expert or anything but I think the ramp to the natural is a bit too forward? I think Zergs might find it hard to stop hellion harass with the ramp so forward and the choke so wide.

Also, err, the "4th" with the minerals and gas occupying a pathway is a bit weird in my opinion.

Criticism aside, great map!
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
February 08 2012 15:21 GMT
#24
--- Nuked ---
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2012-02-08 17:28:44
February 08 2012 17:24 GMT
#25
On February 07 2012 14:14 Zolek wrote:
...


Originally it wasn't an island base and instead there was a path to it from the low ground, but I felt like that it'd still be just as hard to take. So, I turned it into a Semi-Island to give it a little more "protection" I feel that yes, it is hard to hold and just about any race is able to snipe the gas from the high ground, but you've got to remember it is super far away from all the other bases (Unless it's already 5 base vs 5 base) Zergs will most likely want to take it and with Mutas they can most likely hold it the easiest, yet with the ability for warp ins it makes it so the island isn't impossible to kill if mutas are on the field. It's also "close" enough to the terran main that flying a CC there could be viable, yet risky!

On February 08 2012 20:06 Artline wrote:
...


I could see this being a problem actually, but I'd like to see more TvZ games played on it to see if it really is that big of a problem. Zerg could just bring their queens up and defend the single wide ramp, forcing the hellions to have to go all the way around the map to get to the double wide ramp. That, or maybe we'll have to see zergs start to "wall-in" with evo chambers and such.

As for the 4th with the mineras & gas occupying a pathway, I think what it does is tries to make it a more viable option for a 3rd. Although it is expanding closer to your opponent, with the way the resources are set up it kind of helps choke off the area even though it's closer to your opponent & much easier to harass with by air.

On February 08 2012 11:38 Barrin wrote:
...


Wow, soooo when I sent you that PM to see if you had feedback on my map I assumed I'd get a giant list of things you'd change and problems on the map, instead, you love it. w00t. The one gimmicky feature you did point out is something I ended up adding in much later in the map and my only reason for adding it is was to create a "safer" area if protoss & terran move out. The middle is extremely open so I felt if a Zerg was smart and could engage a terran/toss in that area they would most likely always win. So I thought, let's add a little piece of high ground that you could put collosus, or could put tanks, or could forcefield off etc etc. It's also makes the 3-gas base a little tougher to hold since if tanks/collosus get up on those high ground bits, then good luck holding that risky (yet rewarding!) base. If more people really dislike it or after more games get played on it and it turns out to be to gimmicky then I might remove it as you've said.

Also, about Aesthetics, I'll keep working on it, maybe once I get everything "done" I'll even get igrok to custom light it.
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.
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