The thing about that main-nat setup is that it makes the map have a more straight main path between the mains. It encourages more positioning and different attack paths. The problem is that you don't really have any good side paths. Every path not going through the middle is very awkward and tight.
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The_Templar
your Country52797 Posts
The thing about that main-nat setup is that it makes the map have a more straight main path between the mains. It encourages more positioning and different attack paths. The problem is that you don't really have any good side paths. Every path not going through the middle is very awkward and tight. | ||
CygNus X-1
Canada169 Posts
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SeinGalton
South Africa387 Posts
Just some replies: iMrising: After having played a couple of games on this map, I kinda agree. Even though the rush distance is on the longer end (I believe), the map feels a tad bit cramped because of its chokeyness. I get the same feeling when I'm playing Cloud Kingdom though, but then Cloud Kingdom just has a better layout than this map. For now though, I'd rather leave this map and start a new one - I feel like I've learned a ton just on this map and am anxious to apply it to a new map. TehTemplar: Absolutely true - I tried to compensate for this by creating inherent disadvantages when going through the centre - such as LOS blockers and watch-towers on the low ground - but it is fundamentally better to take the direct route because it is highround. I wonder what might happen if I raise the side paths and make the central path a sunken one? I'll have to take a look. Thank you for your thoughtful feedback! CygNus X-1: Thank you sir, I rally appreciate that! Any replays would be more than welcome, I'd love to see how people approach the map and if it plays out the way I imagined it. I hope you have fun playing on it! | ||
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