[M] (2) TPW Lunar Colony - Page 2
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Aunvilgod
2653 Posts
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FlopTurnReaver
Switzerland1980 Posts
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SmashHammer
United States148 Posts
The only random suggestion I can come up with would be I dislike the placement of the 4th at the moment. It feels like it's just shoved in there kind of. I'm almost wondering what it'd be like if you just moved the corner bases (SE and NW corner bases) closer to the center and then you could just get rid of the base that is the current 4th right now. That is an interesting idea. But there are a few reasons I don't think it would work out very well in terms of flow. First off is the air space. In this case I tried to put the outer two bases as close to the edge as possible to prevent too much late-drop/muta/prism play on those bases. The main/natural/third already have a lot of air space around them and I don't really like maps where every base has a large gap behind it. Secondly is that the central base is what I would consider the second minor gimmick of the map because it is so close to the cliff edge, in-fact there isn't any space behind the minerals. In order to defend it from ranged units the player must take the position behind the base. In this case I think that only a terran player would want it as a fourth base because tanks can help them defend the cliff without moving their army to far from their other bases. M-M-M-M-MacroCCmadness A macro nexus would be awsome XD Looks interesting, I don't think I've ever seen a map with an expanding pattern like this. Not so sure though if I like that backdoor. It's either good and bad for Terran. They get a free inbase mineral only base but can get MULEs stuck on the wrong side. Nevertheless I hope this'll be played in some tournament so we can see how all this works out. One thing to consider with the backdoor and mining from it is that the workers are very vulnerable. Imagine one or two infestors/templar/hellions run up and kill everythink mining there (might need a scan for hellions). The only time a player would mine from it is when they don't have the third which lets a few units run up take some shots and move back without losing anything. Also it will mine out the minerals faster and open up the path earlier in the game for counters. In terms of mules the player will just have to manually land them on the proper side if they want to take advantage of it. @all Thank you for the feedback! | ||
Zenoali
1 Post
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Apom
France654 Posts
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NullCurrent
Sweden245 Posts
On February 09 2012 18:03 Zenoali wrote: Would Blink Stalker b able to get thru the mineral wall ramp? I LOVE the look of map! There are LoS blockers there, so you'd need an observer or some other flying unit to be able to blink there, so it is less advantageous compared to blinking across the normal main cliff as you would be on lowground. | ||
SmashHammer
United States148 Posts
There's already a Blizzard map by the name of Lunar Colony V (currently active in 2v2 ladder). Maybe it's worth reconsidering your map's name ? I didn't know that. Unfortunately I've already tried a few names that I liked and they were already taken. So I think I want to stick with this one. At least there is still a small difference in the name. : ( | ||
Deleted User 135096
3624 Posts
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