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[M] (8) 6m1hyg Boroughs - Page 2

Forum Index > SC2 Maps & Custom Games
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Azhrei16
Profile Joined August 2011
United States284 Posts
March 31 2012 16:39 GMT
#21
I just played a few games on this map, and I have to say it was great. Although there is ONE major problem, which is creep spread. The mains are so small that any number of Zerg players on your team will quickly take up space that you would have otherwise used to build on.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2012-03-31 19:33:14
March 31 2012 19:28 GMT
#22
Wow! lots of positive feedback for this map. That was unexpected -thanks to all!

@Aeres - I think you are right in that the gold bases are very tough to hold. The initial idea was to keep it minerals only to sort of make up for the 2 gas base near the main. I probably will add a geyser by the gold for the next version.

@Timetwister22 - TBH, I wasn't 100% sure how the chokes and layout were going to affect the games either. The idea was I felt that 4v4 games for 6m would require a ton of bases, (this has 5.5 bases per player) so that sort of forces the map maker to create a huge layout. I decided the best way to handle this without confusing the players too badly was to sort of section off parts of the map vis a vis Bridge to Bridge combat. I really don't think the layout as-is would work for 8m. I wanted to kind of take things to the extreme with this one to explore how 6m team games would play out. I may widen some chokes if the battles feel cramped.

@See.Blue. and fire_brand - - a 1v1 version could happen. I just need to think of a cool layout first...

@TehTemplar and Kmatt - Yea, the aesthetics are a bit all over the place. The sand part is supposed to be a rooftop Zen garden :D Its supposed to be functional as well so that players can kind of know where they are on the map just by looking at the aesthetics. Kmatt has a good idea, I am picturing Dual Sight and how the map kind of transitions from one tileset to another. Changing up all the aesthetics would take me a long time though, so I will have to revisit this in the near future.

@InsidiA - Its possible, but there are really too many bases for 8m in my opinion. I would have to re-work the terrain a bit to enlarge some chokes and remove some bases. My feeling is that 4v4 maps shouldn't have more than maybe 30 bases at the most, and this one has 44. II have made some 4v4 maps designed for 8m; Check out Sand Ocean for example.

@Vridiano and Azhrei ~
On April 01 2012 01:39 Azhrei16 wrote:
I just played a few games on this map, and I have to say it was great. Although there is ONE major problem, which is creep spread. The mains are so small that any number of Zerg players on your team will quickly take up space that you would have otherwise used to build on.


I'm going to work on version 1.1 soon; the changes I'll be making are the following
-Enlarge the main bases to prevent creep weirdness and allow walloffs
-remove 2-4 bases from the map
-add geysers to gold bases
~ ~ <°)))><~ ~ ~
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2012-04-01 01:12:51
March 31 2012 19:35 GMT
#23
double post. Oh. if someone want to upload to another server PM me.

Update: Version 1.1 uploaded to NA

Larger main base, removed 2 bases, added rich geyer to the gold bases.
The glowing lightwalls around the main were replaced with a glowing chain link fence that doesnt prevent you from building immediately next to it.

pics of the changes

+ Show Spoiler +
[image loading]

[image loading]

[image loading]
~ ~ <°)))><~ ~ ~
TGGC
Profile Joined March 2010
Germany17 Posts
July 26 2012 22:17 GMT
#24
Once again... when will we see this maps on EU ?
Would also like to play this on EU. Or basically every map you have showed here
TGGC
Profile Joined March 2010
Germany17 Posts
July 31 2012 12:28 GMT
#25
I have uploaded this map on EU, name is "[TheFish] Borough". Search for TheFish to find some more maps of the same author.
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