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[M] (2) Azura Bridge - Page 2

Forum Index > SC2 Maps & Custom Games
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Prev 1 2 3 Next All
Chicane
Profile Joined November 2010
United States7875 Posts
May 12 2012 03:15 GMT
#21
A pro player making a map? Awesome. I hope this gets tried out by other pros one way or another.
Glurkenspurk
Profile Joined November 2010
United States1915 Posts
May 12 2012 03:25 GMT
#22
On May 12 2012 11:11 Kennigit wrote:
Show nested quote +
On May 12 2012 10:07 Azaryah wrote:
Morrow how are you so good at map making?

Playing a game at a professional level tends to make you better at things like casting, map design and analysis.


But pro gamers don't yell enough. They are obviously bad casters.
dsousa
Profile Joined October 2011
United States1363 Posts
Last Edited: 2012-05-12 04:07:23
May 12 2012 04:01 GMT
#23
I think its a great map.

My first instinct would be to say remove some of the stuff in the very middle, make that space more open.

but after looking closer I can see that the spaces to the north and south of the middle xel'naga does make 2 very large open spaces.

I like it because it has some vast openness.

Let the zerglings run freely at least one spot on the map.

magicturtle
Profile Joined June 2011
United States35 Posts
May 12 2012 04:06 GMT
#24
There should be 500 hp mini rocks blocking the tiny passage into natural, too favored for ling runbys early on, and makes it much more difficult to expand as protoss
Oerbaa
Profile Joined October 2011
Scotland184 Posts
May 12 2012 04:09 GMT
#25
Weird map, in a good way though, gunna try it out in some customs tomorrow
I came here to kick as and drink milk, and ive finished my milk
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 12 2012 05:01 GMT
#26
The 12 and 6 bases seem like a concession to the need for more than 4.5 bases per side, but they are just appendages hanging off an otherwise cohesive layout. I would really rather that the 4th base (not the 1/2 base) be rearranged to fill out more of the space in the corner, possibly by moving all that air space in towards the center of the map and relocating the 4th base to a more external location (in the corner). This would free up more space for the 5th base to be more than just a cul-de-sac, which along with the need for map control to defend it makes it almost a winner's base.

Other than that, nice job creating something that uses a cool oldschool concept in a way that actually integrates it with the play of the map. ^^
Comprehensive strategic intention: DNE
Yaki
Profile Joined April 2011
France4234 Posts
May 12 2012 05:10 GMT
#27
thanks morrow you're so skilled
MC ■ MarineKing ■ LosirA ■ To someone who has lost after trying his best, no words from the winner can console him.
Dontkillme
Profile Joined November 2011
Korea (South)806 Posts
May 12 2012 05:28 GMT
#28
Seems like a good map for Terran, the Third looks easy to take. Godd job!
Bomber & Jaedong & FlaSh & SNSD <3
Linog[e]
Profile Joined April 2012
59 Posts
May 12 2012 07:43 GMT
#29
Blizzard pls just hire this guy
'Now you’re in the world of the wolves And we welcome all you sheep'
TheDougler
Profile Joined April 2010
Canada8323 Posts
May 12 2012 07:48 GMT
#30
Really like it. Don't know how it plays out... Seems like a narrow area that allows marines and not stuff that beats marines is really good for marines until siege mode is up, and then you need vision of that area though I could be misunderstanding it. By that same token though, forcefields seem really good there so I would only foresee a problem in early TvT and possibly ZvT... And maybe TvP or ZvP. But I'd have to see a game or two on it before being able to say that so all in all, love the looks of this very unique map.
I root for Euro Zergs, NA Protoss* and Korean Terrans. (Any North American who has beat a Korean Pro as Protoss counts as NA Toss)
How2getMaster
Profile Joined August 2011
Germany124 Posts
Last Edited: 2012-05-12 07:54:50
May 12 2012 07:54 GMT
#31
I just played it and every unit was able to go through the backdoor entrance O_o
+ Show Spoiler +
[image loading]

Uploaded with ImageShack.us


Greetings.
DiamondToss looking for a team :)
Kompicek
Profile Joined May 2008
Czech Republic245 Posts
May 12 2012 10:10 GMT
#32
I hope this map will be implemented in some tourneys, good job morrow!
callebo
Profile Joined April 2011
Sweden6 Posts
May 12 2012 10:30 GMT
#33
Wow, more pro-players need to try map-making. Love it.
Concerned how easy it would be for zergling runbys. Can't really see a path for opponent to push without leaving their bases vulnurebale, but I like it! Maps need to have more variety!
Spawn more udderloaves
Giga
Profile Blog Joined August 2011
United Kingdom114 Posts
May 12 2012 10:37 GMT
#34
What is the deal with tanks just across that little bridge? Are they able to hit your natural, cause stuff like that is annoying as shit
은하
-Kira
Profile Blog Joined March 2012
352 Posts
May 12 2012 11:11 GMT
#35
If the dead space behind bases is exactly like on the image, than it's great, you shouldn't be able to go around 3rd with drop, cause it's pretty far away to defend, but on the picture seems very good. Would play.
Ripeace
Profile Joined January 2012
34 Posts
May 12 2012 12:48 GMT
#36
I guess if you didn't play it there are a lot of things to check, but I love it, nice job.
yousaba
Profile Joined January 2011
Sweden55 Posts
May 12 2012 13:38 GMT
#37
morrow play a game against someone on it and upload a replay
MorroW
Profile Joined August 2008
Sweden3522 Posts
May 12 2012 18:29 GMT
#38
On May 12 2012 16:54 How2getMaster wrote:
I just played it and every unit was able to go through the backdoor entrance O_o
+ Show Spoiler +
[image loading]

Uploaded with ImageShack.us


Greetings.

thanks it was working before but i probably screwed it up along the way. shouldnt be too hard to fix

On May 12 2012 19:30 callebo wrote:
Wow, more pro-players need to try map-making. Love it.
Concerned how easy it would be for zergling runbys. Can't really see a path for opponent to push without leaving their bases vulnurebale, but I like it! Maps need to have more variety!

again, 1 supply depot or 1 pylon can clog it off and only 1 zergling would be able to attack
Progamerpls no copy pasterino
PolskaGora
Profile Joined May 2011
United States547 Posts
May 12 2012 19:30 GMT
#39
Although I think that this could potentially work out to be a great tournament map, I don't see this map on ladder, at least not without Blizzard adding rocks, since that mini-choke in ZvZ would be devastating. You can't block it off so there's no stopping ling runbys or ninja banelings. Normally such banelings wouldn't be a problem in high level play since the players usually have great minimap awareness, hence why I think this concept can work in a tournament setting, but anyone below masters would have a real tough time with it.
Tracking treasure down
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2012-05-12 19:40:10
May 12 2012 19:33 GMT
#40
On May 13 2012 04:30 PolskaGora wrote:
Although I think that this could potentially work out to be a great tournament map, I don't see this map on ladder, at least not without Blizzard adding rocks, since that mini-choke in ZvZ would be devastating. You can't block it off so there's no stopping ling runbys or ninja banelings. Normally such banelings wouldn't be a problem in high level play since the players usually have great minimap awareness, hence why I think this concept can work in a tournament setting, but anyone below masters would have a real tough time with it.

you can block it off
[image loading]



On May 12 2012 13:06 magicturtle wrote:
There should be 500 hp mini rocks blocking the tiny passage into natural, too favored for ling runbys early on, and makes it much more difficult to expand as protoss

the whole point of that passage is that it should be used in the early stages before too large armies grow

i dont see why its difficult for protoss to expand

by the way thanks so much for all the feedback so far, its been flowing on much more than i expected
Progamerpls no copy pasterino
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