Made by: Denop.398
Published on: [NA]
![[image loading]](http://i.imgur.com/BGNvr.jpg)
Playable bounds: 156x195
More pictures: + Show Spoiler +
Main
![[image loading]](http://i.imgur.com/yRIFU.jpg)
Natural
![[image loading]](http://i.imgur.com/hmoL1.jpg)
Third
![[image loading]](http://i.imgur.com/2WNsH.jpg)
Middle
![[image loading]](http://i.imgur.com/Ufojv.jpg)
Backdoor
![[image loading]](http://i.imgur.com/6ztup.jpg)
Any feedback is welcome!
- Denop
Forum Index > SC2 Maps & Custom Games |
Denop
Canada14 Posts
Made by: Denop.398 Published on: [NA] ![]() Playable bounds: 156x195 More pictures: + Show Spoiler + Main ![]() Natural ![]() Third ![]() Middle ![]() Backdoor ![]() Any feedback is welcome! - Denop | ||
Gfire
United States1699 Posts
The main/nat setup is sick. I love how the in-base expo is closer to the ramp and how the starting point is on the low ground, unlike the standard backdoor bases we usually see. It's nice that the map has the in-base expo but still isn't a massive three base turtle map or something. I hope the wide backdoor rocks don't make it too difficult to defend. Are horizontal positions enabled? Because it seems like it would be hard to defend a third and the back door in those positions. I think I would prefer this base setup to be used in a 2p map, or at least forced cross positions or something, which would remove positional imbalance around the watchtowers, as well as problems with defending in non-cross spots. You might need to make the backdoor rocks just a smaller ramp with regular sized rocks. It would also be cool to add a base back there past the rocks, so the defender can actually have an intensive to break them down, as well. | ||
Gl!tch
United States573 Posts
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Gfire
United States1699 Posts
On February 12 2012 07:55 Gl!tch wrote: Main on low ground? not so sure about that one... There's a single ramp (until rocks are killed) outside the nat. So it's like a backdoor nat, but the start position is at the backdoor instead. You can still wall off at the upper ground and build things up there, and FF there to stop 4-gates, etc. | ||
EatThePath
United States3943 Posts
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Inside.Out
Canada569 Posts
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Zedoych
Canada57 Posts
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S1eth
Austria221 Posts
Playable bounds: 156x195 That's huge. I think the largest map currently used in tournaments is 160x160 (Calm before the Storm) The huge distance means a huge devender's advantage, except for protoss who enjoy their own defender's advantage and ignore their opponent's by using their warp-in mechanic. Also, everything after your 3rd base is just too far away. The backdoor into your main (main + natural) is very big and not easy to defend. The distance for the attacker between the backdoor and the entrance to the third is shorter than for the defender. The best would probably be to copy your main-nat-third layout, paste it into a new 2p map (136x136 or 144x144), make the backdoor smaller and put a base behind it. | ||
RumbleBadger
322 Posts
Go to Data>export image and then use 90 degrees and game settings generally for the best results. If you pump the quality up to like 1600x1600 you can get a really nice clear picture. Allows for easier analysis and also prettier pictures. =) | ||
Gfire
United States1699 Posts
You could add some cliff textures around the cliff edges to help contrast the different cliff levels, as well, which would help on the overview, and probably also in-game. | ||
Denop
Canada14 Posts
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