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[M] (4) Aiur Refuge - Page 2

Forum Index > SC2 Maps & Custom Games
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MarcusRife
Profile Joined March 2011
343 Posts
May 20 2012 06:24 GMT
#21
On May 20 2012 06:59 IronManSC wrote:
This is such a innovative, technical, yet confusing map... I think you have a wonderful concept in mind, you just need to re-think a couple things. I don't think having two destructible rocks right next to each other is the best solution. Just use one diagonal and block off a single choke, for instance.

Also, the naturals have a tal'darim touch to it, although I can tell by the overview that you did your best to make them non-abusable by siege units, but the potential for proxy is increased by at least 80%. I would consider re-designing the naturals a little, or re-positioning the minerals to help spot proxies better.


Thank you for the kind words. I took your advice.

I removed one of the rocks and reduced the space in the natural.
MarcusRife
Profile Joined March 2011
343 Posts
June 05 2012 02:30 GMT
#22
I got some great feedback from the May MOTM and I have tried to make changes based on the following.

On June 01 2012 14:34 Nightmarjoo wrote:
I like Auir Refuge a lot, it just isn't as clean as the previous two. The four bases per player are a little closer to each other than I'd prefer as well. The layout seems good though, and while the map is large it didn't feel too big to me. As with the others above I didn't get to test it extensively though. I'm potentially worried about the fact that you can blink into the nat from the 4th area, though it may not actually matter. The vulnerability of the nat from behind definitely makes or breaks the map. I don't know which way that balance tips though.


On June 03 2012 06:43 monitor wrote:
Auir Refuge

Very cool ideas and well done with rotational symmetry.

I just can't see this natural design working. The rush distance is really short once you break the rocks, so I don't think many games are going to get past the mid game. The natural is creative but... tanks, colossi, blink stalkers, mutalisks, etc. are just going to be too powerful imo. I can't see a solid balance coming from it, and I don't know if the gameplay will make up for it.

Show nested quote +
My first instinct is "woah this is a nice well-made map"; my second is "oh god blink harass at the nat" -
nightmarjoo



Therefore, I reworked the space around the natural base. I pushed minerals further back and created more open space around it to prevent the type of harass described in the feedback. I also tweaked the 3rd and 4th bases slightly.
sorrowptoss
Profile Blog Joined June 2011
Canada1431 Posts
June 05 2012 03:35 GMT
#23
Umm...
I really love this map. Not only because of its beauty and original concept, but also the placement of the 4th. Seems very interesting.
FlaShFTW
Profile Blog Joined February 2010
United States10230 Posts
June 25 2012 03:16 GMT
#24
I suggest a ramp leading from the natural to the third directly. Because right now, the distance between the natural and the third is a wee-bit long. But it really doesn't matter if you don't add it in. Just a preference.

Looks good.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
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